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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
54These are the fields that most of the objects have and/or their 76These are the fields that most of the objects have and/or their
55default behaviour. 77default behaviour.
56 78
57=over 4 79=over 4
58 80
59=item name <string> 81=item I<name> <string>
60 82
61The name of the object. 83The name of the object.
62 84
63=item name_pl <string> 85=item I<name_pl> <string>
64 86
65The name of a collection of these objects (the plural of the name). 87The name of a collection of these objects (the plural of the name).
66 88
67=item face <facename> 89=item I<face> <facename>
68 90
69The graphical appearance of this object. 91The graphical appearance of this object.
70 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
71=item invisible <number> 105=item I<invisible> <number>
72 106
73If the <number> is greater than 0 the object is invisible. 107If the <number> is greater than 0 the object is invisible.
74For players this field reflects the duration of the invisibility 108For players this field reflects the duration of the invisibility
75and is decreased every tick by 1. 109and is decreased every tick by 1.
76 110
77For non-player objects this field is not changed by server ticks. 111For non-player objects this field is not changed by server ticks.
78 112
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
79=item speed <number> 119=item I<speed> <number>
80 120
81If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 121If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
82on the active object list and will be processed each tick (see also speed_left!). 122on the active object list and will be processed each tick (see also speed_left!).
83 123
84If the speed field drops below the MIN_ACTIVE_SPEED the object is removed 124If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
85from the active object list and it won't experience any processing per tick. 125from the active object list and it won't experience any processing per tick.
86 126
87=item speed_left <number> 127=item I<speed_left> <number>
88 128
89If this field is greater than 0 and the object is on the 129If this field is greater than 0 and the object is on the
90active list (mostly means it's speed is also greater than 0): 130active list (mostly means it's speed is also greater than 0):
91 131
92 - speed_left is decreased by 1 132 - speed_left is decreased by 1
93 - and this object is processed and experiences a server tick. 133 - and this object is processed and experiences a server tick.
94 134
95If the object is on the active list and speed_left is lower or 135If the object is on the active list and I<speed_left> is lower or
96equal to 0 the absolute value of the speed field is added to speed_left 136equal to 0 the absolute value of the I<speed> is added to I<speed_left>
97on the end of the tick. 137on the end of the tick.
98 138
99This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) 139This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
100the more seldom the object is processed. And the higher the speed field is 140the more seldom the object is processed. And the higher I<speed> is
101the more often the object is processed. 141the more often the object is processed.
102 142
143=item I<connected> <number>
144
145When this field is set the object will be linked to a connection with the
146id <number>. What happens when the connection is 'activated' depends on the
147type of the object.
148
149FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
150when to activate the object, see description of these below for further details.
151
103=item no_drop (0|1) 152=item I<no_drop> (0|1)
104 153
105Sets the flag FLAG_NO_DROP. 154Sets the flag FLAG_NO_DROP.
106See Flags section below. 155See Flags section below.
107 156
108=item applied (0|1) 157=item I<applied> (0|1)
109 158
110Sets the flag FLAG_APPLIED. 159Sets the flag FLAG_APPLIED.
111See Flags section below. 160See Flags section below.
112 161
113=item is_used_up (0|1) 162=item I<is_used_up> (0|1)
114 163
115Sets the flag FLAG_IS_USED_UP. 164Sets the flag FLAG_IS_USED_UP.
116See Flags section below. 165See Flags section below.
117 166
167=item I<changing> (0|1)
168
169Sets the flag FLAG_CHANGING.
170See Flags section below.
171
118=item auto_apply (0|1) 172=item I<auto_apply> (0|1)
119 173
120Sets the flag FLAG_AUTO_APPLY. 174Sets the flag FLAG_AUTO_APPLY.
121See Flags section below. 175See Flags section below.
122 176
123=item no_steal (0|1) 177=item I<no_steal> (0|1)
124 178
125Sets the flag FLAG_NO_STEAL. 179Sets the flag FLAG_NO_STEAL.
126See Flags section below. 180See Flags section below.
127 181
128=item reflecting (0|1) 182=item I<reflecting> (0|1)
129 183
130Sets the flag FLAG_REFLECTING. 184Sets the flag FLAG_REFLECTING.
131See Flags section below. 185See Flags section below.
132 186
133=item reflect_spell (0|1) 187=item I<reflect_spell> (0|1)
134 188
135Sets the flag FLAG_REFL_SPELL. 189Sets the flag FLAG_REFL_SPELL.
136See Flags section below. 190See Flags section below.
137 191
138=item no_skill_ident (0|1) 192=item I<no_skill_ident> (0|1)
139 193
140Sets the flag FLAG_NO_SKILL_IDENT. 194Sets the flag FLAG_NO_SKILL_IDENT.
141See Flags section below. 195See Flags section below.
142 196
143=item activate_on_push (0|1) (default: 1) 197=item I<activate_on_push> (0|1) (default: 1)
144 198
145Sets the flag FLAG_ACTIVATE_ON_PUSH. 199Sets the flag FLAG_ACTIVATE_ON_PUSH.
146See Flags section below. 200See Flags section below.
147 201
148=item activate_on_release (0|1) (default: 1) 202=item I<activate_on_release> (0|1) (default: 1)
149 203
150Sets the flag FLAG_ACTIVATE_ON_RELEASE. 204Sets the flag FLAG_ACTIVATE_ON_RELEASE.
151See Flags section below. 205See Flags section below.
152 206
207=item I<is_lightable> (0|1)
208
209Sets the flag FLAG_IS_LIGHTABLE.
210See Flags section below.
211
153=item editable (more than deprecated) 212=item I<editable> (more than deprecated)
154 213
155This field had a special meaning for crossedit, which used parts 214This field had a special meaning for crossedit, which used parts
156of the server code for editing. Wherever you see this attribute being 215of the server code for editing. Wherever you see this field being
157set in an archetype ignore it and/or remove it. No code interprets this 216set in an archetype ignore it and/or remove it. No code interprets this
158field anymore. 217field anymore.
159 218
160=back 219=back
161 220
173 232
174This flag mostly states whether this object has been 'applied' by the player. 233This flag mostly states whether this object has been 'applied' by the player.
175For objects that are applied by the code or have this flag set in the archetype 234For objects that are applied by the code or have this flag set in the archetype
176it mostly means 'this object is active'. 235it mostly means 'this object is active'.
177 236
178For example the player adjustments of the hp/sp/grace fields and inheritance 237For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
179of flags from objects in his inventory is toggled by this flag. 238of flags from objects in his inventory is toggled by this flag.
180 239
181=item FLAG_IS_USED_UP 240=item FLAG_IS_USED_UP
182 241
183This flag controls whether an object is 'used up'. If it is set the 'food' field 242This flag controls whether an object is 'used up'. If it is set I<food>
184of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha 243is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
185it is removed.
186 244
187If also the flag FLAG_APPLIED is set, the 'duration' field controls whether 245If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
188this object is removed or not, see the Force type below for the meaning 246this object is removed or not, see the B<FORCE> type below for the meaning
189of the duration field in this context. 247of the duration field in this context.
190 248
191If FLAG_APPLIED is not set the object is destroyed. 249If FLAG_APPLIED is not set the object is destroyed.
192 250
251=item FLAG_CHANGING
252
253If the I<state> field of the object is 0 the object will be processed periodically
254(if I<speed> is set). If the I<state> field is 1 it won't be processed.
255
256This flag indicates that the object is changing into a different object.
257The object has to have the I<other_arch> field set. The object the changing object
258changes into is derived from the archetype in I<other_arch>.
259
260When the object does not have FLAG_ALIVE set the I<food> field will be decremented
261each time the object is processed, and if I<food> reaches 0 one new object will be generated.
262
263When the object has FLAG_ALIVE set the I<food> field is the number of objects that
264will be generated.
265
266After the new object is created the I<hp> field from the old object is copied into
267the new one.
268
193=item FLAG_IS_A_TEMPLATE (internal use) 269=item FLAG_IS_A_TEMPLATE (internal use)
194 270
195This flag is set on the inventory of generators like CREATORs and CONVERTERs, 271This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
196or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 272or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
197 273
198=item FLAG_AUTO_APPLY 274=item FLAG_AUTO_APPLY
199 275
200This flag has currently only meaning for the TREASURE type, see below. 276This flag has currently only meaning for the B<TREASURE> type, see below.
201 277
202=item FLAG_ACTIVATE_ON_PUSH 278=item FLAG_ACTIVATE_ON_PUSH
203 279
204This flag has only meaning for objects that can be linked together 280This flag has only meaning for objects that can be linked together
205with the 'connected' field and controls wether the object should 281by the I<connected> field and controls wether the object should
206be activated when the connection is 'pushed' or it is 'released'. 282be activated when the connection is 'pushed' or it is 'released'.
207 283
284What 'pushed' and 'released' means depends on the object that
285activates the connection.
286
208This flag is by default on. 287This flag is by default on.
209 288
210=item FLAG_ACTIVATE_ON_RELEASE 289=item FLAG_ACTIVATE_ON_RELEASE
211 290
212This flag has only meaning for objects that can be linked together 291This flag has only meaning for objects that can be linked together
213with the 'connected' field and controls wether the object should 292by the I<connected> field and controls wether the object should
214be activated when the connection is 'pushed' or it is 'released'. 293be activated when the connection is 'pushed' or it is 'released'.
215 294
295What 'pushed' and 'released' means depends on the object that
296activates the connection.
297
216This flag is by default on. 298This flag is by default on.
217 299
218=item FLAG_NO_STEAL 300=item FLAG_NO_STEAL
219 301
220When this flag is set this object can't be stolen. The flag will be 302When this flag is set this object can't be stolen. The flag will be
221resetted once the object is placed on a map. 303reset once the object is placed on a map.
222 304
223When this flag is set on a monster it can defent attempts of stealing 305When this flag is set on a monster it can defend attempts at stealing
224(but in this context the flag is only used internally). 306(but in this context the flag is only used internally).
225 307
226=item FLAG_NO_SKILL_IDENT 308=item FLAG_NO_SKILL_IDENT
227 309
228This flag is mostly used internal and prevents unidentified objects 310This flag is mostly used internal and prevents unidentified objects
229(objects which don't have FLAG_IDENTIFIED set) being identified by 311(objects which don't have FLAG_IDENTIFIED set) being identified
230skills. 312multiple times by skills.
231 313
232This flag is used to mark objects to never being identified by a skill 314This flag is used to mark objects which were unsuccessfully identified by a
233once a player failed to identify an object. So that multiple tries 315players skill. So that multiple tries of identifying aren't more effective than
234of identifying aren't more effective than one. 316one.
235 317
236=item FLAG_REFLECTING 318=item FLAG_REFLECTING
237 319
238This flag is used by spell effects (eg. SP_BOLT), THROWN_OBJ and ARROW 320This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
239to indicate whether this object reflects off walls. 321to indicate whether this object reflects off walls.
240 322
241=item FLAG_REFL_SPELL 323=item FLAG_REFL_SPELL
242 324
243This flag indicates whether something reflects spells, like spell reflecting 325This flag indicates whether something reflects spells, like spell reflecting
244amuletts. 326amuletts.
245 327
246=back 328=item FLAG_IS_LIGHTABLE
247 329
248=head2 Description of type specific attributes 330This flag indicates whether a B<LIGHTER> can light this object. See also the
331description of the B<LIGHTER> type. How easy you can light an item depends
332partially on the material of the object.
333
334=item FLAG_MONSTER
335
336Enables NPC behaviour in general (both monster AI and friendly AI). Numerous fields
337change their meaning, including:
338
339=over 4
340
341=item I<wis>
342
343Governs the "wake-up radius" - the radius within a monster detects an enemy.
344
345Also, I<wis> governs pathfinding intelligence: 8 and up means the monster
346will partake in basic smell finding. 10 and up additionally spreads smell
347knowledge, and 15 and up additionally will try to perturb the path as to
348find shortcuts.
349
350=back
351
352=back
353
354=head2 Description of type specific fields and behaviour
249 355
250The beginning of the headers of the following subsection 356The beginning of the headers of the following subsection
251are the server internal names for the objects types, see include/define.h. 357are the server internal names for the objects types, see include/define.h.
252 358
253=head3 TRANSPORT - type 2 - Player transports 359=head3 B<TRANSPORT> - type 2 - Player transports
254 360
255This type is implemented by the transport extension and has currently no special 361This type is implemented by the transport extension and has currently no special
256attributes that affect it. 362fields that affect it.
257 363
258=head3 ROD - type 3 - Rods that fire spells 364=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
259 365
260Rods contain spells and can be fired by a player. 366Rods contain spells and can be fired by a player.
261 367
262=over 4 368=over 4
263 369
264=item level <number> 370=item I<level> <number>
265 371
266This attribute is used for calculating the spell level that can be fired 372This field is used for calculating the spell level that can be fired
267with this rod, it's also the maximum level of the spell that can be fired. 373with this rod, it's also the maximum level of the spell that can be fired.
268The level of the spell that is being fired depends mostly on 374The level of the spell that is being fired depends mostly on
269the 'use magic item' skill level of the player and 1/10 of the level of the 375the 'use magic item' skill level of the player and 1/10 of the level of the
270rod is added as bonus. 376rod is added as bonus.
271 377
272=item hp <number> 378=item I<hp> <number>
273 379
274The amount of spellpoints this rod has left. 380The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
381maxhp/10> per tick.
275 382
276=item maxhp <number> 383=item I<maxhp> <number>
277 384
278The maximum amount of spellpoints this rod has. 385The maximum amount of spellpoints this rod has.
279 386
280=item skill <skill name> 387=item I<skill> <skill name>
281 388
282This field determines which skill you need to apply this object. 389This field determines which skill you need to apply this object.
283 390
284=back 391=back
285 392
286=head3 TREASURE - type 4 - Treasures 393=head3 B<TREASURE> - type 4 - Treasures
287 394
288This type of objects are for random treasure generation in maps. 395This type of objects are for random treasure generation in maps.
289If this object is applied by a player it will replace itself with it's 396If this object is applied by a player it will replace itself with it's
290inventory. If it is automatically applied 397inventory. If it is automatically applied
291generate a treasure and replace itself with the generated treasure. 398generate a treasure and replace itself with the generated treasure.
293Chests are also of this type, their treasures are generated by 400Chests are also of this type, their treasures are generated by
294the auto apply code on map instantiation. 401the auto apply code on map instantiation.
295 402
296=over 4 403=over 4
297 404
298=item hp <number> 405=item I<hp> <number>
299 406
300The number of treasures to generate. 407The number of treasures to generate.
301 408
302=item exp <level> 409=item I<exp> <level>
303 410
304If FLAG_AUTO_APPLY is not set the exp field has no further meaning 411If FLAG_AUTO_APPLY is not set the exp field has no further meaning
305and the difficulty for the treasurecode only depends on the maps difficulty, 412and the difficulty for the treasurecode only depends on the maps difficulty,
306otherwise the exp field has the following meaning: 413otherwise the exp field has the following meaning:
307 414
310worth a treasure is or what bonuses it is given by the treasure code. 417worth a treasure is or what bonuses it is given by the treasure code.
311 418
312If this field is not set or 0 the difficulty of the map is passed to the treasure 419If this field is not set or 0 the difficulty of the map is passed to the treasure
313generation code. 420generation code.
314 421
315=item randomitems <treasurelist> 422=item I<randomitems> <treasurelist>
316 423
317The treasurelist to use to generate the treasure which is put in the 424The treasurelist to use to generate the treasure which is put in the
318treasure objects inventory. 425treasure objects inventory.
319 426
320=back 427=back
321 428
322=head3 POTION - type 5 - Potions for drinking and other nastynesses 429=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
323 430
324These objects contain a spell and will emit it on apply, which most 431These objects contain a spell and will emit it on apply, which most
325of the time has the meaning of 'drinking'. 432of the time has the meaning of 'drinking'.
326 433
327If no resistancy field, stat field or attacktype is set and no spell 434If no resistancy field, stat field or attacktype is set and no spell
332If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion 439If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
333will yield an explosion and hurt the player. 440will yield an explosion and hurt the player.
334 441
335=over 4 442=over 4
336 443
337=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 444=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
338 445
339These stat fields determine how many stat points the player gets 446These stat fields determine how many stat points the player gets
340when he applies this potion. 447when he applies this potion.
341 448
342If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 449If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
343 450
344=item sp <number> 451=item I<sp> <number>
345 452
346If this field is set and the randomitems field is not set 453If this field is set and the randomitems field is not set
347the field is interpreted as spell number, please look the right 454the field is interpreted as spell number, please look the right
348number up in common/loader.C. 455number up in common/loader.C.
349 456
350If this field is set the randomitems field will be unset by the 457If this field is set the randomitems field will be unset by the
351map loading code. 458map loading code.
352 459
353=item attacktype <attacktype> 460=item I<attacktype> <attacktype>
354 461
355This field has some special meaning in potions, currently the 462This field has some special meaning in potions, currently the
356bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 463bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
357restoration potion or improvement potion. 464restoration potion or improvement potion.
358See include/attackinc.h for the bits of these types. 465See include/attackinc.h for the bits of these types.
363into him. 470into him.
364 471
365If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 472If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
366When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 473When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
367 474
368=item resist_<resistancy> <number> 475=item I<resist_RESISTANCY> <number>
369 476
370If this stat is set and no spell is in the potion the potion 477If this stat is set and no spell is in the potion the potion
371will create a force that give the player this specific resistancy. 478will create a force that give the player this specific resistancy.
372The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 479The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
373and the potion will last 10 times longer than the default force archetype 480and the potion will last 10 times longer than the default force archetype
374FORCE_NAME (at the moment of this writing spell/force.arc). 481FORCE_NAME (at the moment of this writing spell/force.arc).
375 482
376=item randomitems <treasurelist> 483=item I<randomitems> <treasurelist>
377 484
378The inventory/spell of the potion will be created by calling the treasure code 485The inventory/spell of the potion will be created by calling the treasure code
379with the treasurelist specified here. (I guess it's highly undefined what 486with the treasurelist specified here. (I guess it's highly undefined what
380happens if there is not a spell in the potions inventory). 487happens if there is not a spell in the potions inventory).
381 488
382=item on_use_yield <archetype> 489=item I<on_use_yield> <archetype>
383 490
384When this object is applied an instance of <archetype> will be created. 491When this object is applied an instance of <archetype> will be created.
385 492
386=item subtypes <potion subtype> 493=item I<subtypes> <potion subtype>
387 494
388see include/spells.h for possible potion subtypes, there are currently 4: 495see include/spells.h for possible potion subtypes, there are currently 4:
389 496
390=over 4 497=over 4
391 498
394Unused, default behaiour of a potion. 501Unused, default behaiour of a potion.
395 502
396=item POT_DUST 503=item POT_DUST
397 504
398This potion can be thrown to cast the spell that it has in it's inventory, 505This potion can be thrown to cast the spell that it has in it's inventory,
399the behaviour is not defined if there is not a spell in the inventory and the 506the behaviour is not defined if there is not a B<SPELL> in the inventory and the
400server will log an error. 507server will log an error.
401 508
402=item POT_FIGURINE 509=item POT_FIGURINE
403 510
404Unused, default behaiour of a potion. 511Unused, default behaiour of a potion.
409 516
410=back 517=back
411 518
412=back 519=back
413 520
414=head3 FOOD - type 6 - Eatable stuff 521=head3 B<FOOD> - type 6 - Edible stuff
415 522
416This is for objects that are representing general eatables like 523This is for objects that are representing general eatables like
417beef or bread. 524beef or bread.
418 525
419The main difference between FOOD, FLESH and DRINK is that they 526The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
420give different messages. 527give different messages.
421 528
422The specialty of FLESH is that it inherits the resistancies of the 529The specialty of B<FLESH> is that it inherits the resistancies of the
423monsters it was generated in and will let dragons raise their resistancies 530monsters it was generated in and will let dragons raise their resistancies
424with that. If the monster has the POISON attacktype the FLESH 531with that. If the monster has the B<POISON> attacktype the B<FLESH>
425will change into POISON. 532will change into B<POISON>.
426 533
427If a player runs low on food he will grab for FOOD, DRINK and POISON 534If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
428and if he doesn't find any of that he will start eating FLESH. 535and if he doesn't find any of that he will start eating B<FLESH>.
429 536
430=over 4 537=over 4
431 538
432=item title <string> 539=item I<title> <string>
433 540
434If the food has a title or is cursed it is considered 'special', which means that the 541If the food has B<title> set or is cursed it is considered 'special', which
435fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp 542means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
436are interpreted and have further effects on the player. 543I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
544on the player.
437 545
438The higher the food field is the longer the improvement of the player lasts 546The higher the I<food> field is the longer the improvement of the player lasts
439(except for hp and sp). 547(except for I<hp> and I<sp>).
440 548
441=item food <number> 549=item I<food> <number>
442 550
443This is the amount of food points the player gets when he eats this. 551This is the amount of food points the player gets when he eats this.
444 552
445=item on_use_yield <archetype> 553=item I<on_use_yield> <archetype>
446 554
447When this object is applied an instance of <archetype> will be created. 555When this object is applied an instance of <archetype> will be created.
448 556
449=back 557=back
450 558
451=head3 POISON - type 7 - Poisonous stuff 559=head3 B<POISON> - type 7 - Poisonous stuff
452 560
453This type is for objects that can poison the player when drinking. 561This type is for objects that can poison the player when he drinks/applies it.
454When applied it will hit the attacked with AT_POISON and will create 562When applied it will hit the attacked with AT_POISON and will create
455a POISONING object in the one who was hit. 563a B<POISONING> object in the one who was hit.
456 564
457=over 4 565=over 4
458 566
459=item level <number> 567=item I<level> <number>
460 568
461This field affects the propability of poisoning. The higher the level difference 569This field affects the probability of poisoning. The higher the level difference
462between the one who is hit and the poision the mose propable it is the attacked 570between the one who is hit and the poision the more probable it is the attacked
463one will be poisoned. 571one will be poisoned.
464 572
465=item slaying <race> 573=item I<slaying> <race>
466 574
467On poison this field has the usual meaning of 'slaying', when the 575This field has the usual meaning of 'slaying', when the
468ones race matches the slaying field the damage done by the poison 576poisoned's race matches the I<slaying> field the damage done by the poison
469is multiplied by 3. 577is multiplied by 3.
470 578
471=item hp <number> 579=item I<hp> <number>
472 580
473This is the amount of damage the player will receive from applying this. The 581This is the amount of damage the player will receive from applying this. The
474attacktype AT_POISON will be used to hit the player and the damage will 582attacktype AT_POISON will be used to hit the player and the damage will
475determine the strenght, duration and depletion of stats of the poisoning. The 583determine the strenght, duration and depletion of stats of the poisoning. The
476created POISONING object which is being placed in the one who was attacked will 584created B<POISONING> object which is being placed in the one who was attacked will
477get the damage from this field (which is maybe adjusted by slaying or the 585get the damage from this field (which is maybe adjusted by slaying or the
478resistancies). 586resistancies).
479 587
480=item food <number> 588=item I<food> <number>
481 589
4821/4 of <number> will be drained from the players food. 5901/4 of <number> will be drained from the players I<food>.
483 591
484=item on_use_yield <archetype> 592=item I<on_use_yield> <archetype>
485 593
486When this object is applied an instance of <archetype> will be created. 594When this object is applied an instance of <archetype> will be created.
487 595
488=back 596=back
489 597
490=head3 BOOK - type 8 - Readable books 598=head3 B<BOOK> - type 8 - Readable books
491 599
492This type is basically for representing text books in the game. 600This type is basically for representing text books in the game.
493 601
494Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). 602Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
495 603
496=over 4 604=over 4
497 605
498=item msg <text> 606=item I<msg> <text>
499 607
500This is the contents of the book. When this field is unset 608This is the contents of the book. When this field is unset
501at treasure generation a random text will be inserted. 609at treasure generation a random text will be inserted.
502 610
503=item skill <skill name> 611=item I<skill> <skill name>
504 612
505The skill required to read this book. (The most resonable 613The skill required to read this book. (The most resonable
506skill would be literacy). 614skill would be literacy).
507 615
508=item exp <number> 616=item I<exp> <number>
509 617
510The experience points the player get for reading this book. 618The experience points the player get for reading this book.
511 619
512=item subtype <readable subtype> 620=item I<subtype> <readable subtype>
513 621
514This field determines the type of the readable. 622This field determines the type of the readable.
515Please see common/readable.C in the readable_message_types table. 623Please see common/readable.C in the readable_message_types table.
516 624
517=back 625=back
518 626
519=head3 CLOCK - type 9 - Clocks 627=head3 B<CLOCK> - type 9 - Clocks
520 628
521This type of objects just display the time when being applied. 629This type of objects just display the time when being applied.
522 630
523=head3 LIGHTNING - type 12 - Lightnings (DEPRECATED, see SPELL_EFFECT subtype SP_BOLT) 631=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
524 632
525This is a spell effect of a moving bolt. It moves straigt forward 633This is a spell effect of a moving bolt. It moves straigt forward
526through the map until something blocks it. 634through the map until something blocks it.
527If FLAG_REFLECTING is set it even reflects on walls. 635If FLAG_REFLECTING is set it even reflects on walls.
528 636
529FLAG_IS_TURNABLE should be set on these objects. 637FLAG_IS_TURNABLE should be set on these objects.
530 638
531=over 4 639=over 4
532 640
533=item move_type <movetype> 641=item I<move_type> <movetype>
534 642
535This field affects the move type with which the lightning moves through 643This field affects the move type with which the lightning moves through
536the map and which map cells will reflect or block it. 644the map and which map cells will reflect or block it.
537 645
538=item attacktype <attacktype> 646=item I<attacktype> <attacktype>
539 647
540The attacktype with which it hits the objects on the map. 648The attacktype with which it hits the objects on the map.
541 649
542=item dam <number> 650=item I<dam> <number>
543 651
544The damage this bolt inflicts when it hits objects on the map. 652The damage this bolt inflicts when it hits objects on the map.
545 653
546=item Dex <number> 654=item I<Dex> <number>
547 655
548This is the fork percentage, it is reduced by 10 per fork. 656This is the fork percentage, it is reduced by 10 per fork.
549And the damage is halved on each fork. 657And the I<dam> field is halved on each fork.
550 658
551=item Con <number> 659=item I<Con> (internal)
552 660
553This value is a percentage of which the forking lightning 661This value is a percentage of which the forking lightning
554is deflected to the left. This value should be mostly used internally. 662is deflected to the left. This value should be mostly used internally.
555 663
556=item duration <number> 664=item I<duration> <number>
557 665
558The duration the bolt stays on a map cell. This field is decreased each time 666The duration the bolt stays on a map cell. This field is decreased each time
559the object is processed (see the meaning of speed and speed_left fields in 667the object is processed (see the meaning of I<speed> and I<speed_left> fields in
560the object general description). 668the generic object field description).
561 669
562=item range <number> 670=item I<range> <number>
563 671
564This is the range of the bolt, each space it advances this field is decreased. 672This is the range of the bolt, each space it advances this field is decreased.
565 673
566=back 674=back
567 675
676=head3 B<ARROW> - type 13 - Arrows
568 677
678This is the type for objects that represent projectiles like arrows.
679The movement of B<THROWN_OBJ>s behave similar to this type.
680
681Flying arrows are stopped either when they hit something blocking
682(I<move_block>) or something which is alive.
683If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
684set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
685damage with a small chance which is affected by the I<level> field of the arrow.
686
687If FLAG_REFLECTING is set on the arrow it will bounce off everything
688that is not alive and blocks it's movement.
689
690When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
691fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
692the object, to restore them once the arrow has been stopped.
693
694=over 4
695
696=item I<dam> <number>
697
698The amount of damage that is being done to the victim that gets hit.
699This field is recomputed when the arrow is fired and will consist
700of the sum of a damage bonus (see description of the B<BOW> type),
701the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
702and the arrows I<magic> field.
703
704=item I<wc> <number>
705
706The weapon class of the arrow, which has effect on the probability of hitting.
707
708It is recomputed when the arrow is being fired by this formula:
709
710 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
711 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
712
713When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
714level is not added.
715
716wc_mod is dependend on the fire mode of the bow. For a more detailed
717explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
718
719=item I<magic> <number>
720
721This field is added to the damage of the arrow when it is shot and
722will also improve it's I<speed> by 1/5 of it's value.
723
724=item I<attacktype> <attacktype>
725
726Bitfield which decides the attacktype of the damage, see include/attackinc.h
727On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
728
729=item I<level> <number> (interally used)
730
731The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
732see above in the B<ARROW> description.
733
734The I<level> is set when the arrow is fired to either the skill level or the
735shooters level.
736
737=item I<speed> <number> (internal)
738
739This field shouldn't be set directly in the archetype, the arrow will get it's
740I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
741arrow will be stopped immediatly.
742
743On fireing the I<speed> of the arrow is computed of 1/5 of the
744sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
745of the bows I<dam> field is added to the I<speed> of the arrow.
746
747The minimum I<speed> of an arrow is 1.0.
748
749While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
750
751If the I<speed> is above 10.0 it goes straight through the creature it hits and
752it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
753stopped and either sticked into the victim (see I<weight> field description) or
754put on it's map square (if it didn't break, see description of the I<food> field).
755
756=item I<weight> <number>
757
758This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
759the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
760
761=item I<food> <number>
762
763The breaking percentage. 100 (%) means: breaks on usage for sure.
764
765=item I<inventory> (internal)
766
767If the flying/moving object has something in it's inventory and it stops, it
768will be replaced with it's inventory. Otherwise it will be handled as usual,
769which means: it will be calculated whether the arrow breaks and it will be
770reset for reuse.
771
772=item I<slaying> <string>
773
774When the bow that fires this arrow has it's I<slaying> field set it is copied
775to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
776
777=item I<move_type> <movetype> (internally used)
778
779This field is set when the arrow is shot to MOVE_FLY_LOW.
780
781=item I<move_on> <movetype> (internally used)
782
783This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
784
785=item I<race> <string>
786
787The I<race> field is a unique key that assigns arrows, bows and quivers. When
788shooting an arrow the bows I<race> is used to search for arrows (which have the
789same I<race> as the bow) in the players inventory and will recursively search in
790the containers (which are applied and have the same I<race> as the bow and the arrow).
791
792=back
793
794=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
795
796TODO, but take into account B<ARROW> description above!
797
569=head3 WEAPON - type 15 - Weapons 798=head3 B<WEAPON> - type 15 - Weapons
570 799
571This type is for general hack and slash weapons like swords, maces 800This type is for general hack and slash weapons like swords, maces
572and daggers and and .... 801and daggers and and ....
573 802
574=over 4 803=over 4
575 804
576=item weapontype <type id> 805=item I<weapontype> <type id>
577 806
578decides what attackmessages are generated, see include/define.h 807decides what attackmessages are generated, see include/define.h
579 808
580=item attacktype <bitmask> 809=item I<attacktype> <bitmask>
581 810
582bitfield which decides the attacktype of the damage, see include/attackinc.h 811bitfield which decides the attacktype of the damage, see include/attackinc.h
583 812
584=item dam <number> 813=item I<dam> <number>
585 814
586amount of damage being done with the attacktype 815amount of damage being done with the attacktype
587 816
588=item item_power <level> 817=item I<item_power> <level>
589 818
590the itempower of this weapon. 819the itempower of this weapon.
591 820
592=item name 821=item I<name>
593 822
594the name of the weapon. 823the name of the weapon.
595 824
596=item level (internal) 825=item I<level> (internal)
597 826
598The improvement state of the weapon. 827The improvement state of the weapon.
599If this field is greater than 0 the 'name' field starts with the 828If this field is greater than 0 the I<name> field starts with the
600characters name who improved this weapon. 829characters name who improved this weapon.
601 830
602=item last_eat (internal) 831=item I<last_eat> (internal)
603 832
604seems to be the amount of improvements of a weapon, 833This seems to be the amount of improvements of a weapon,
605the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 834the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
606 835
607 ((who->level / 5) + 5) >= op->last_eat 836 ((who->level / 5) + 5) >= op->last_eat
608 837
609=item last_sp 838=item I<last_sp>
610 839
611the weapon speed (see magic description) 840the weapon speed (see magic description)
612 841
613=item food <number> 842=item I<food> <number>
614 843
615addition to food regeneration of the player 844addition to food regeneration of the player
616 845
617=item hp <number> 846=item I<hp> <number>
618 847
619addition to health regeneration 848addition to health regeneration
620 849
621=item sp <number> 850=item I<sp> <number>
622 851
623addition to mana regeneration 852addition to mana regeneration
624 853
625=item grace <number> 854=item I<grace> <number>
626 855
627addititon to grace regeneration 856addititon to grace regeneration
628 857
629=item gen_sp_armour <number> 858=item I<gen_sp_armour> <number>
630 859
631the players gen_sp_armour field (which is per default 10) is added the <number> amount. 860the players I<gen_sp_armour> field (which is per default 10) is being added the
632gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 861<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
633is multiplied: gen_sp *= 10/<number> 862do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
634meaning: values > 10 of gen_sp_armour limits the amout of regenerated 863I<gen_sp_armour> limits the amout of regenerated spellpoints.
635spellpoints.
636 864
637generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 865Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
638sp regeneration. 866I<sp> regeneration.
639 867
640=item body_<body slot/part> 868=item I<body_BODYSLOT>
641 869
642the part of the body you need to use this weapon, possible values should be 870The part/slot of the body you need to use this weapon, possible values for
643looked up in common/item.C at body_locations. 871C<BODYSLOT> should be looked up in common/item.C at body_locations.
644 872
645=item resist_<resistnacy> <number> 873The value (in the range C<-7..7>) gives the number of those body slots
874used up by the item (if negative) or the number of body slots this object
875has (if positive, e.g. for monsters or players). The special value C<0>
876indicates that this object cannot equip items requiring these body slots.
877
878=item I<resist_RESISTANCY> <number>
646 879
647this is the factor with which the difference of the players resistancy and 100% 880this is the factor with which the difference of the players resistancy and 100%
648is multiplied, something like this: 881is multiplied, something like this:
649 882
650 additional_resistancy = (100 - current_resistanct) * (<number>/100) 883 additional_resistancy = (100 - current_resistancy) * (<number>/100)
651 884
652if <number> is negative it is added to the total vulnerabilities, 885if <number> is negative it is added to the total vulnerabilities,
653and later the total resistance is decided by: 886and later the total resistance is decided by:
654 887
655 'total resistance = total protections - total vulnerabilities' 888 'total resistance = total protections - total vulnerabilities'
656 889
657see also common/living.C:fix_player 890see also common/living.C:fix_player.
658 891
659=item patch_(attuned|repelled|denied) 892=item I<path_(attuned|repelled|denied)>
660 893
661this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 894this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
662for the pathes. 895for the pathes.
663 896
664=item luck <number> 897=item I<luck> <number>
665 898
666this luck is added to the players luck 899this luck is added to the players I<luck>
667 900
668=item move_type 901=item I<move_type>
669 902
670if the weapon has a move_type set the player inherits it's move_type 903if the weapon has a I<move_type> set the player inherits it's I<move_type>
671 904
672=item exp <number> 905=item I<exp> <number>
673 906
674the added_speed and bonus_speed of the player is raised by <number>/3. 907the added_speed and bonus_speed of the player is raised by <number>/3.
675if <number> < 0 then the added_speed is decreased by <number> 908if <number> < 0 then the added_speed is decreased by <number>
676 909
677=item weight 910=item I<weight>
678 911
679the weight of the weapon 912the weight of the weapon
680 913
681=item magic 914=item I<magic>
682 915
683the magic field affects the amounts of the following fields: 916the I<magic> field affects the amounts of the following fields:
684 917
685 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 918 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
686 919
687 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 920 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
688 921
689 - dam: the players dam is adjusted by: player->dam += (dam + magic) 922 - dam: the players dam is adjusted by: player->dam += (dam + magic)
690 923
691 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 924 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
692 (minium is 0) 925 (minium is 0)
693 926
694=item ac <number> 927=item I<ac> <number>
695 928
696the amount of ac points the player's ac is decreased 929the amount of ac points the player's I<ac> is decreased when applying this object.
697 930
698=item wc <number> 931=item I<wc> <number>
699 932
700the amount of wc points the player's wc is decreased 933the amount of wc points the player's I<wc> is decreased when applying this object.
701 934
702=back 935=back
703 936
704=head4 Player inherits following flags from weapons: 937=head4 Player inherits following flags from weapons:
705 938
710 FLAG_XRAYS 943 FLAG_XRAYS
711 FLAG_BLIND 944 FLAG_BLIND
712 FLAG_SEE_IN_DARK 945 FLAG_SEE_IN_DARK
713 FLAG_UNDEAD 946 FLAG_UNDEAD
714 947
715=head3 GRIMREAPER - type 28 - Grimreapers 948=head3 B<GRIMREAPER> - type 28 - Grimreapers
716 949
717These type are mostly used for monsters, they give the 950These type are mostly used for monsters, they give the
718monster the ability to dissapear after 10 hits with AT_DRAIN. 951monster the ability to dissapear after 10 hits with AT_DRAIN.
719 952
720=over 4 953=over 4
721 954
722=item value <number> 955=item I<value> <number>
723 956
724This field stores the hits the monster did yet. 957This field stores the hits the monster did yet.
725 958
726=back 959=back
727 960
961=head3 B<CREATOR> - type 42 - Object creators
962
963Once a creator is activated by a connection it creates a number of objects
964(cloned from it's inventory or a new object derived from the archetype
965named in the other_arch slot).
966
967If FLAG_LIVESAFE is set the number of uses is unlimited.
968
969=over 4
970
971=item I<hp> <number>
972
973If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
974be used.
975
976=item I<speed> <number>
977
978If I<speed> is set the creator will create an object periodically,
979see I<speed> and I<speed_left> fields in the general object field description
980for more details.
981
982=item I<slaying> <string>
983
984If set the generated object's name and title will be set to this.
985
986=item I<other_arch> <string>
987
988If the inventory of the creator is empty new objects will be derived from the
989archetype named by <string>.
990
991=item I<connected> <number>
992
993See generic object field description.
994
995=back
996
728=head3 DRINK - type 54 - Drinkable stuff 997=head3 B<DRINK> - type 54 - Drinkable stuff
729 998
730See FOOD description. 999See B<FOOD> description.
731 1000
732=head3 CHECK_INV - type 64 - Inventory checkers 1001=head3 B<CHECK_INV> - type 64 - Inventory checkers
733 1002
734This object checks whether the player has a specific item in his 1003This object checks whether the player has a specific item in his
735inventory when he moves above the inventory checker. If the player has 1004inventory when he moves above the inventory checker. If the player has
736the item (or not, which can be controlled with a flag) a connection will be triggered. 1005the item (or not, which can be controlled with a flag) a connection will be triggered.
737 1006
738If you set move_block you can deny players and monsters to reach the space where 1007If you set I<move_block> you can deny players and monsters to reach the space where
739the inventory checker is on, see 'move_block' description below. 1008the inventory checker is on, see I<move_block> description below.
740 1009
741The conditions specified by hp, slaying and race are concationated with OR. 1010The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
742So matching one of those conditions is enough. 1011So matching one of those conditions is enough.
743 1012
744=over 4 1013=over 4
745 1014
746=item move_block <move type bitmask> 1015=item I<move_block> <move type bitmask>
747 1016
748If you set this field to block a movetype the move code will block any moves 1017If you set this field to block a movetype the move code will block any moves
749onto the space with the inventory checker, IF the moving object doesn't have 1018onto the space with the inventory checker, IF the moving object doesn't have
750(or has - if last_sp = 0) the item that the checker is searching for. 1019(or has - if I<last_sp> = 0) the item that the checker is searching for.
751 1020
752=item last_sp (0|1) 1021=item I<last_sp> (0|1)
753 1022
754If last_sp is 1 'having' the item that is being checked for will 1023If I<last_sp> is 1 'having' the item that is being checked for will
755activate the connection or make the space with the checker non-blocking. 1024activate the connection or make the space with the checker non-blocking.
756If last_sp is 0 'not having' the item will activate the connection 1025If I<last_sp> is 0 'not having' the item will activate the connection
757or make the space with the checker non-blocking. 1026or make the space with the checker non-blocking.
758 1027
759=item last_heal (0|1) 1028=item I<last_heal> (0|1)
760 1029
761If last_heal is 1 the matching item will be removed if the inventory checker 1030If I<last_heal> is 1 the matching item will be removed if the inventory checker
762activates a connection and finds the item in the inventory. 1031activates a connection and finds the item in the inventory.
763 1032
764(A inventory checker that blocks a space won't remove anything from inventories) 1033(A inventory checker that blocks a space won't remove anything from inventories)
765 1034
766=item hp <number> 1035=item I<hp> <number>
767 1036
768If this field is not 0 the inventory checker will search for an object 1037If this field is not 0 the inventory checker will search for an object
769with the type id <number>. 1038with the type id <number>.
770 1039
771=item slaying <string> 1040=item I<slaying> <string>
772 1041
773If this field is set the inventory checker will search for an object that 1042If this field is set the inventory checker will search for an object that
774has the same string in the slaying field (for example a key string of a key). 1043has the same string in the I<slaying> field (for example a key string of a key).
775 1044
776=item race <string> 1045=item I<race> <string>
777 1046
778If this field is set the inventory checker will search for an object which 1047If this field is set the inventory checker will search for an object which
779has the archetype name that matches <string>. 1048has the archetype name that matches <string>.
780 1049
781=item connected <connection id> 1050=item I<connected> <connection id>
782 1051
783This is the connection that will be activated. 1052This is the connection that will be activated. The connection is
1053'pushed' when someone enters the space with the inventory checker,
1054and it is 'released' when he leaves it.
784 1055
785=back 1056See also the description of the I<connected> field in the generic object field
1057section.
786 1058
1059=back
1060
1061=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1062
1063speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1064changes.
1065
1066 (based on value that last_sp takes):
1067 0: 'furious' Makes all monsters aggressive
1068 1: 'angry' As above but pets are unaffected
1069 2: 'calm' Makes all monsters unaggressive
1070 3: 'sleep' Puts all monsters to sleep
1071 4: 'charm' Makes monster into a pet of person
1072 who triggers the square. This setting
1073 is not enabled for continous operation
1074 5: 'destroy mons' destroy any monsters on this space
1075 6: 'destroy pets' destroy friendly monsters on this space
1076
787=head3 FLESH - type 72 - Organs and body parts 1077=head3 B<FLESH> - type 72 - Organs and body parts
788 1078
789See FOOD description. 1079See B<FOOD> description.
790 1080
791=head3 MISC_OBJECT - type 79 - Misc. objects 1081=head3 B<MISC_OBJECT> - type 79 - Misc. objects
792 1082
793A type for any object that has no special behaviour. 1083A type for any object that has no special behaviour.
794 1084
1085=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1086
1087This type of objects multiplies objects that are above it when it is activated.
1088You can even multiply by 0, which will destroy the object.
1089
1090=over 4
1091
1092=item I<level> <number>
1093
1094The multiplicator, if set to 0 or lower it will destroy the objects above it.
1095
1096=item I<other_arch> <string>
1097
1098The archetype name of the objects that should be multiplied.
1099
1100=item I<connected> <number>
1101
1102See generic object field description.
1103
1104=back
1105
795=head3 HOLE - type 94 - Holes 1106=head3 B<HOLE> - type 94 - Holes
796 1107
797Holes are holes in the ground where objects can fall through. When the hole 1108B<HOLE>s are holes in the ground where objects can fall through. When the hole
798opens and/or is completly open all objects above it fall through (more 1109opens and/or is completly open all objects above it fall through (more
799precisely: if their head is above the hole). 1110precisely: if their head is above the hole).
800 1111
1112When the B<HOLE> is activated it's speed is set to 0.5.
1113
801Trapdoors can only transfer the one who falls through to other coordinates 1114These holes can only transfer the one who falls through to other coordinates
802on the B<same> map. 1115on the same map.
803 1116
804=over 4 1117=over 4
805 1118
806=item maxsp (0|1) 1119=item I<maxsp> (0|1)
807 1120
808This field negates the state of the connection: When maxsp is 1 the pit will 1121This field negates the state of the connection: When maxsp is 1 the pit will
809open/close when the connection is deactivated. Otherwise it will open/close 1122open/close when the connection is deactivated. Otherwise it will open/close
810when the connection is activated. This field only has effect when the 1123when the connection is activated. This field only has effect when the
811connection is triggered. So if you put a closed hole on a map, and the 1124connection is triggered. So if you put a closed hole on a map, and the
812connection is deactivated, and maxsp is 1 the hole will remain closed until the 1125connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
813connection was triggered once. 1126connection was triggered once.
814 1127
815=item connected <connection id> 1128=item I<connected> <connection id>
816 1129
817This is the connection id, which lets the hole opening or closing when 1130This is the connection id, which lets the hole opening or closing when
818activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1131activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
819at which connection state the object is activated. 1132at which connection state the object is activated.
820 1133
821For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1134For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
822the connection is released. 1135the connection is released.
823 1136
824=item wc <number> (internal) 1137=item I<wc> <number> (internal)
825 1138
826This is an internal flag. If it is greater than 0 it means that the hole is not 1139This is an internal field. If it is greater than 0 it means that the hole is not
827yet fully open. More preciesly: this field is the animation-step and if it is 1140yet fully open. More preciesly: this field is the animation-step and if it is
828set to the 'closed' step of the animation the hole is closed and if it is on 1141set to the 'closed' step of the animation the hole is closed and if it is on
829the 'open' animation step (wc = 0), the hole is open. 1142the 'open' animation step (I<wc> = 0), the hole is open.
830 1143
831=item sp <number> 1144=item I<sp> <number>
832 1145
833The destination y coordinates on the same map. 1146The destination y coordinates on the same map.
834 1147
835=item hp <number> 1148=item I<hp> <number>
836 1149
837The destination x coordinates on the same map. 1150The destination x coordinates on the same map.
838 1151
839=back 1152=back
840 1153
841=head3 POISONING - type 105 - The poisoning of players and monsters 1154=head3 B<POISONING> - type 105 - The poisoning of players and monsters
842 1155
843This type is doing the actual damage to the ones who were attacked 1156This type is doing the actual damage to the ones who were attacked
844via AT_POISON (or drank POISON). 1157via AT_POISON (or drank B<POISON>).
845 1158
846The duration is handled via the FLAG_IS_USED_UP mechanism (please look 1159The duration is handled via the FLAG_IS_USED_UP mechanism (please look
847there for details). 1160there for details).
848 1161
849=over 4 1162=over 4
850 1163
851=item dam <number> 1164=item I<dam> <number>
852 1165
853Each time the poisoning is processed (which is determined by the speed and speed_left 1166Each time the poisoning is proccessed (which is determined by the I<speed> and
854fields, see the general object attributes above) it hits the player with 1167I<speed_left> fields, see the general object fields description above) it hits
855<number> damage and the AT_INTERNAL attacktype (means: it will simply 1168the player with <number> damage and the AT_INTERNAL attacktype (means: it will
856hit the player with no strings attached). 1169simply hit the player with no strings attached).
857 1170
858=item food <number> 1171=item I<food> <number>
859 1172
860Just a note: The posion is removed when food == 1 and not when 1173Just a note: The posioning is removed if I<food> == 1 and not if
861the whole duration is up, because the POISONING code has to remove 1174the whole I<duration> is up, because the B<POISONING> code has to remove
862the poison-effects from the player before the FLAG_IS_USED_UP mechanism 1175the poison-effects from the player before the FLAG_IS_USED_UP mechanism
863deletes the POISONING object. 1176deletes the B<POISONING> object.
864 1177
865=back 1178=back
866 1179
867=head3 FORCE - type 114 - Forces 1180=head3 B<FORCE> - type 114 - Forces
868 1181
869Forces are a very 'thin' type. They don't have much behaviour other than 1182Forces are a very 'thin' type. They don't have much behaviour other than
870disappearing after a time and/or affecting the player if they are in his 1183disappearing after a time and/or affecting the player if they are in his
871inventory. 1184inventory.
872 1185
873Forces only take effect on the player if they have set FLAG_APPLIED. 1186Forces only take effect on the player if they have FLAG_APPLIED set.
874 1187
875Whether the duration field is processed or not a tick is controlled via the 1188Whether the I<duration> field is processed or not per tick is controlled by the
876speed and speed_left field. Look above at the generic description of these 1189I<speed> and I<speed_left> fields. Look above in the generic object field description.
877fields.
878 1190
879NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field 1191NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
880like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches 1192interpreter like described in the description of the FLAG_IS_USED_UP flag.
8810 before duration and FLAG_APPLIED is set, the force will last for 'duration'. 1193BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
882If the FLAG_APPLIED is not set the force is removed when food reaches 0. 1194will still last for I<duration>. If the FLAG_APPLIED is not set the force is
883Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. 1195removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1196have good semantics on forces, try to avoid it.
884 1197
885=over 4 1198=over 4
886 1199
887=item duration 1200=item I<duration>
888 1201
889While this field is greater than 0 the force/object is not destroyed. It is 1202While this field is greater than 0 the force/object is not destroyed. It is
890decreased each tick by 1. 1203decreased each tick by 1.
891 1204
892If it reaches 0 the force/object is destroyed. 1205If it reaches 0 the force/object is destroyed.
895FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1208FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
896what happens then. 1209what happens then.
897 1210
898=back 1211=back
899 1212
900=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1213=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
901 1214
902This object is generated by the POTION code when the potion is a resistance 1215This object is generated by the B<POTION> code when the potion is a resistance
903giving potion. It has mainly the same behaviour as a FORCE. 1216giving potion. It has mainly the same behaviour as a B<FORCE>.
904 1217
905The specialty of the potion effect is that the resistancy it gives is absolute, 1218The specialty of the potion effect is that the resistancy it gives is absolute,
906so if you drin a resistancy potion of fire+60 you will get 60% resistancy to 1219so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
907fire. 1220fire.
908 1221
909Multiple potion effects only give you the maximum of their resistancy. 1222Multiple potion effects only give you the maximum of their resistancy.

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