… | |
… | |
94 | |
94 | |
95 | If the object is on the active list and speed_left is lower or |
95 | If the object is on the active list and speed_left is lower or |
96 | equal to 0 the absolute value of the speed field is added to speed_left |
96 | equal to 0 the absolute value of the speed field is added to speed_left |
97 | on the end of the tick. |
97 | on the end of the tick. |
98 | |
98 | |
|
|
99 | This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) |
|
|
100 | the more seldom the object is processed. And the higher the speed field is |
|
|
101 | the more often the object is processed. |
|
|
102 | |
99 | =item no_drop (0|1) |
103 | =item no_drop (0|1) |
100 | |
104 | |
101 | Sets the flag FLAG_NO_DROP. |
105 | Sets the flag FLAG_NO_DROP. |
102 | See Flags section below. |
106 | See Flags section below. |
103 | |
107 | |
… | |
… | |
112 | See Flags section below. |
116 | See Flags section below. |
113 | |
117 | |
114 | =item auto_apply (0|1) |
118 | =item auto_apply (0|1) |
115 | |
119 | |
116 | Sets the flag FLAG_AUTO_APPLY. |
120 | Sets the flag FLAG_AUTO_APPLY. |
|
|
121 | See Flags section below. |
|
|
122 | |
|
|
123 | =item no_steal (0|1) |
|
|
124 | |
|
|
125 | Sets the flag FLAG_NO_STEAL. |
|
|
126 | See Flags section below. |
|
|
127 | |
|
|
128 | =item reflecting (0|1) |
|
|
129 | |
|
|
130 | Sets the flag FLAG_REFLECTING. |
|
|
131 | See Flags section below. |
|
|
132 | |
|
|
133 | =item reflect_spell (0|1) |
|
|
134 | |
|
|
135 | Sets the flag FLAG_REFL_SPELL. |
|
|
136 | See Flags section below. |
|
|
137 | |
|
|
138 | =item no_skill_ident (0|1) |
|
|
139 | |
|
|
140 | Sets the flag FLAG_NO_SKILL_IDENT. |
117 | See Flags section below. |
141 | See Flags section below. |
118 | |
142 | |
119 | =item activate_on_push (0|1) (default: 1) |
143 | =item activate_on_push (0|1) (default: 1) |
120 | |
144 | |
121 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
145 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
… | |
… | |
188 | This flag has only meaning for objects that can be linked together |
212 | This flag has only meaning for objects that can be linked together |
189 | with the 'connected' field and controls wether the object should |
213 | with the 'connected' field and controls wether the object should |
190 | be activated when the connection is 'pushed' or it is 'released'. |
214 | be activated when the connection is 'pushed' or it is 'released'. |
191 | |
215 | |
192 | This flag is by default on. |
216 | This flag is by default on. |
|
|
217 | |
|
|
218 | =item FLAG_NO_STEAL |
|
|
219 | |
|
|
220 | When this flag is set this object can't be stolen. The flag will be |
|
|
221 | resetted once the object is placed on a map. |
|
|
222 | |
|
|
223 | When this flag is set on a monster it can defent attempts of stealing |
|
|
224 | (but in this context the flag is only used internally). |
|
|
225 | |
|
|
226 | =item FLAG_NO_SKILL_IDENT |
|
|
227 | |
|
|
228 | This flag is mostly used internal and prevents unidentified objects |
|
|
229 | (objects which don't have FLAG_IDENTIFIED set) being identified by |
|
|
230 | skills. |
|
|
231 | |
|
|
232 | This flag is used to mark objects to never being identified by a skill |
|
|
233 | once a player failed to identify an object. So that multiple tries |
|
|
234 | of identifying aren't more effective than one. |
|
|
235 | |
|
|
236 | =item FLAG_REFLECTING |
|
|
237 | |
|
|
238 | This flag is used by spell effects (eg. SP_BOLT), THROWN_OBJ and ARROW |
|
|
239 | to indicate whether this object reflects off walls. |
|
|
240 | |
|
|
241 | =item FLAG_REFL_SPELL |
|
|
242 | |
|
|
243 | This flag indicates whether something reflects spells, like spell reflecting |
|
|
244 | amuletts. |
193 | |
245 | |
194 | =back |
246 | =back |
195 | |
247 | |
196 | =head2 Description of type specific attributes |
248 | =head2 Description of type specific attributes |
197 | |
249 | |
… | |
… | |
327 | with the treasurelist specified here. (I guess it's highly undefined what |
379 | with the treasurelist specified here. (I guess it's highly undefined what |
328 | happens if there is not a spell in the potions inventory). |
380 | happens if there is not a spell in the potions inventory). |
329 | |
381 | |
330 | =item on_use_yield <archetype> |
382 | =item on_use_yield <archetype> |
331 | |
383 | |
332 | When this object is applied this object will be created. |
384 | When this object is applied an instance of <archetype> will be created. |
333 | This field is also used by FOOD and POISON. |
|
|
334 | |
385 | |
335 | =item subtypes <potion subtype> |
386 | =item subtypes <potion subtype> |
336 | |
387 | |
337 | see include/spells.h for possible potion subtypes, there are currently 4: |
388 | see include/spells.h for possible potion subtypes, there are currently 4: |
338 | |
389 | |
… | |
… | |
357 | Unused, default behaiour of a potion. |
408 | Unused, default behaiour of a potion. |
358 | |
409 | |
359 | =back |
410 | =back |
360 | |
411 | |
361 | =back |
412 | =back |
|
|
413 | |
|
|
414 | =head3 FOOD - type 6 - Eatable stuff |
|
|
415 | |
|
|
416 | This is for objects that are representing general eatables like |
|
|
417 | beef or bread. |
|
|
418 | |
|
|
419 | The main difference between FOOD, FLESH and DRINK is that they |
|
|
420 | give different messages. |
|
|
421 | |
|
|
422 | The specialty of FLESH is that it inherits the resistancies of the |
|
|
423 | monsters it was generated in and will let dragons raise their resistancies |
|
|
424 | with that. If the monster has the POISON attacktype the FLESH |
|
|
425 | will change into POISON. |
|
|
426 | |
|
|
427 | If a player runs low on food he will grab for FOOD, DRINK and POISON |
|
|
428 | and if he doesn't find any of that he will start eating FLESH. |
|
|
429 | |
|
|
430 | =over 4 |
|
|
431 | |
|
|
432 | =item title <string> |
|
|
433 | |
|
|
434 | If the food has a title or is cursed it is considered 'special', which means that the |
|
|
435 | fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp |
|
|
436 | are interpreted and have further effects on the player. |
|
|
437 | |
|
|
438 | The higher the food field is the longer the improvement of the player lasts |
|
|
439 | (except for hp and sp). |
|
|
440 | |
|
|
441 | =item food <number> |
|
|
442 | |
|
|
443 | This is the amount of food points the player gets when he eats this. |
|
|
444 | |
|
|
445 | =item on_use_yield <archetype> |
|
|
446 | |
|
|
447 | When this object is applied an instance of <archetype> will be created. |
|
|
448 | |
|
|
449 | =back |
|
|
450 | |
|
|
451 | =head3 POISON - type 7 - Poisonous stuff |
|
|
452 | |
|
|
453 | This type is for objects that can poison the player when drinking. |
|
|
454 | When applied it will hit the attacked with AT_POISON and will create |
|
|
455 | a POISONING object in the one who was hit. |
|
|
456 | |
|
|
457 | =over 4 |
|
|
458 | |
|
|
459 | =item level <number> |
|
|
460 | |
|
|
461 | This field affects the propability of poisoning. The higher the level difference |
|
|
462 | between the one who is hit and the poision the mose propable it is the attacked |
|
|
463 | one will be poisoned. |
|
|
464 | |
|
|
465 | =item slaying <race> |
|
|
466 | |
|
|
467 | On poison this field has the usual meaning of 'slaying', when the |
|
|
468 | ones race matches the slaying field the damage done by the poison |
|
|
469 | is multiplied by 3. |
|
|
470 | |
|
|
471 | =item hp <number> |
|
|
472 | |
|
|
473 | This is the amount of damage the player will receive from applying this. The |
|
|
474 | attacktype AT_POISON will be used to hit the player and the damage will |
|
|
475 | determine the strenght, duration and depletion of stats of the poisoning. The |
|
|
476 | created POISONING object which is being placed in the one who was attacked will |
|
|
477 | get the damage from this field (which is maybe adjusted by slaying or the |
|
|
478 | resistancies). |
|
|
479 | |
|
|
480 | =item food <number> |
|
|
481 | |
|
|
482 | 1/4 of <number> will be drained from the players food. |
|
|
483 | |
|
|
484 | =item on_use_yield <archetype> |
|
|
485 | |
|
|
486 | When this object is applied an instance of <archetype> will be created. |
|
|
487 | |
|
|
488 | =back |
|
|
489 | |
|
|
490 | =head3 BOOK - type 8 - Readable books |
|
|
491 | |
|
|
492 | This type is basically for representing text books in the game. |
|
|
493 | |
|
|
494 | Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). |
|
|
495 | |
|
|
496 | =over 4 |
|
|
497 | |
|
|
498 | =item msg <text> |
|
|
499 | |
|
|
500 | This is the contents of the book. When this field is unset |
|
|
501 | at treasure generation a random text will be inserted. |
|
|
502 | |
|
|
503 | =item skill <skill name> |
|
|
504 | |
|
|
505 | The skill required to read this book. (The most resonable |
|
|
506 | skill would be literacy). |
|
|
507 | |
|
|
508 | =item exp <number> |
|
|
509 | |
|
|
510 | The experience points the player get for reading this book. |
|
|
511 | |
|
|
512 | =item subtype <readable subtype> |
|
|
513 | |
|
|
514 | This field determines the type of the readable. |
|
|
515 | Please see common/readable.C in the readable_message_types table. |
|
|
516 | |
|
|
517 | =back |
|
|
518 | |
|
|
519 | =head3 CLOCK - type 9 - Clocks |
|
|
520 | |
|
|
521 | This type of objects just display the time when being applied. |
|
|
522 | |
|
|
523 | =head3 LIGHTNING - type 12 - Lightnings (DEPRECATED, see SPELL_EFFECT subtype SP_BOLT) |
|
|
524 | |
|
|
525 | This is a spell effect of a moving bolt. It moves straigt forward |
|
|
526 | through the map until something blocks it. |
|
|
527 | If FLAG_REFLECTING is set it even reflects on walls. |
|
|
528 | |
|
|
529 | FLAG_IS_TURNABLE should be set on these objects. |
|
|
530 | |
|
|
531 | =over 4 |
|
|
532 | |
|
|
533 | =item move_type <movetype> |
|
|
534 | |
|
|
535 | This field affects the move type with which the lightning moves through |
|
|
536 | the map and which map cells will reflect or block it. |
|
|
537 | |
|
|
538 | =item attacktype <attacktype> |
|
|
539 | |
|
|
540 | The attacktype with which it hits the objects on the map. |
|
|
541 | |
|
|
542 | =item dam <number> |
|
|
543 | |
|
|
544 | The damage this bolt inflicts when it hits objects on the map. |
|
|
545 | |
|
|
546 | =item Dex <number> |
|
|
547 | |
|
|
548 | This is the fork percentage, it is reduced by 10 per fork. |
|
|
549 | And the damage is halved on each fork. |
|
|
550 | |
|
|
551 | =item Con <number> |
|
|
552 | |
|
|
553 | This value is a percentage of which the forking lightning |
|
|
554 | is deflected to the left. This value should be mostly used internally. |
|
|
555 | |
|
|
556 | =item duration <number> |
|
|
557 | |
|
|
558 | The duration the bolt stays on a map cell. This field is decreased each time |
|
|
559 | the object is processed (see the meaning of speed and speed_left fields in |
|
|
560 | the object general description). |
|
|
561 | |
|
|
562 | =item range <number> |
|
|
563 | |
|
|
564 | This is the range of the bolt, each space it advances this field is decreased. |
|
|
565 | |
|
|
566 | =back |
|
|
567 | |
362 | |
568 | |
363 | =head3 WEAPON - type 15 - Weapons |
569 | =head3 WEAPON - type 15 - Weapons |
364 | |
570 | |
365 | This type is for general hack and slash weapons like swords, maces |
571 | This type is for general hack and slash weapons like swords, maces |
366 | and daggers and and .... |
572 | and daggers and and .... |
… | |
… | |
504 | FLAG_XRAYS |
710 | FLAG_XRAYS |
505 | FLAG_BLIND |
711 | FLAG_BLIND |
506 | FLAG_SEE_IN_DARK |
712 | FLAG_SEE_IN_DARK |
507 | FLAG_UNDEAD |
713 | FLAG_UNDEAD |
508 | |
714 | |
|
|
715 | =head3 GRIMREAPER - type 28 - Grimreapers |
|
|
716 | |
|
|
717 | These type are mostly used for monsters, they give the |
|
|
718 | monster the ability to dissapear after 10 hits with AT_DRAIN. |
|
|
719 | |
|
|
720 | =over 4 |
|
|
721 | |
|
|
722 | =item value <number> |
|
|
723 | |
|
|
724 | This field stores the hits the monster did yet. |
|
|
725 | |
|
|
726 | =back |
|
|
727 | |
|
|
728 | =head3 DRINK - type 54 - Drinkable stuff |
|
|
729 | |
|
|
730 | See FOOD description. |
|
|
731 | |
|
|
732 | =head3 CHECK_INV - type 64 - Inventory checkers |
|
|
733 | |
|
|
734 | This object checks whether the player has a specific item in his |
|
|
735 | inventory when he moves above the inventory checker. If the player has |
|
|
736 | the item (or not, which can be controlled with a flag) a connection will be triggered. |
|
|
737 | |
|
|
738 | If you set move_block you can deny players and monsters to reach the space where |
|
|
739 | the inventory checker is on, see 'move_block' description below. |
|
|
740 | |
|
|
741 | The conditions specified by hp, slaying and race are concationated with OR. |
|
|
742 | So matching one of those conditions is enough. |
|
|
743 | |
|
|
744 | =over 4 |
|
|
745 | |
|
|
746 | =item move_block <move type bitmask> |
|
|
747 | |
|
|
748 | If you set this field to block a movetype the move code will block any moves |
|
|
749 | onto the space with the inventory checker, IF the moving object doesn't have |
|
|
750 | (or has - if last_sp = 0) the item that the checker is searching for. |
|
|
751 | |
|
|
752 | =item last_sp (0|1) |
|
|
753 | |
|
|
754 | If last_sp is 1 'having' the item that is being checked for will |
|
|
755 | activate the connection or make the space with the checker non-blocking. |
|
|
756 | If last_sp is 0 'not having' the item will activate the connection |
|
|
757 | or make the space with the checker non-blocking. |
|
|
758 | |
|
|
759 | =item last_heal (0|1) |
|
|
760 | |
|
|
761 | If last_heal is 1 the matching item will be removed if the inventory checker |
|
|
762 | activates a connection and finds the item in the inventory. |
|
|
763 | |
|
|
764 | (A inventory checker that blocks a space won't remove anything from inventories) |
|
|
765 | |
|
|
766 | =item hp <number> |
|
|
767 | |
|
|
768 | If this field is not 0 the inventory checker will search for an object |
|
|
769 | with the type id <number>. |
|
|
770 | |
|
|
771 | =item slaying <string> |
|
|
772 | |
|
|
773 | If this field is set the inventory checker will search for an object that |
|
|
774 | has the same string in the slaying field (for example a key string of a key). |
|
|
775 | |
|
|
776 | =item race <string> |
|
|
777 | |
|
|
778 | If this field is set the inventory checker will search for an object which |
|
|
779 | has the archetype name that matches <string>. |
|
|
780 | |
|
|
781 | =item connected <connection id> |
|
|
782 | |
|
|
783 | This is the connection that will be activated. |
|
|
784 | |
|
|
785 | =back |
|
|
786 | |
|
|
787 | =head3 FLESH - type 72 - Organs and body parts |
|
|
788 | |
|
|
789 | See FOOD description. |
|
|
790 | |
|
|
791 | =head3 MISC_OBJECT - type 79 - Misc. objects |
|
|
792 | |
|
|
793 | A type for any object that has no special behaviour. |
|
|
794 | |
509 | =head3 HOLE - type 94 - Holes |
795 | =head3 HOLE - type 94 - Holes |
510 | |
796 | |
511 | Holes are holes in the ground where objects can fall through. When the hole |
797 | Holes are holes in the ground where objects can fall through. When the hole |
512 | opens and/or is completly open all objects above it fall through (more |
798 | opens and/or is completly open all objects above it fall through (more |
513 | precisely: if their head is above the hole). |
799 | precisely: if their head is above the hole). |
… | |
… | |
550 | |
836 | |
551 | The destination x coordinates on the same map. |
837 | The destination x coordinates on the same map. |
552 | |
838 | |
553 | =back |
839 | =back |
554 | |
840 | |
|
|
841 | =head3 POISONING - type 105 - The poisoning of players and monsters |
|
|
842 | |
|
|
843 | This type is doing the actual damage to the ones who were attacked |
|
|
844 | via AT_POISON (or drank POISON). |
|
|
845 | |
|
|
846 | The duration is handled via the FLAG_IS_USED_UP mechanism (please look |
|
|
847 | there for details). |
|
|
848 | |
|
|
849 | =over 4 |
|
|
850 | |
|
|
851 | =item dam <number> |
|
|
852 | |
|
|
853 | Each time the poisoning is processed (which is determined by the speed and speed_left |
|
|
854 | fields, see the general object attributes above) it hits the player with |
|
|
855 | <number> damage and the AT_INTERNAL attacktype (means: it will simply |
|
|
856 | hit the player with no strings attached). |
|
|
857 | |
|
|
858 | =item food <number> |
|
|
859 | |
|
|
860 | Just a note: The posion is removed when food == 1 and not when |
|
|
861 | the whole duration is up, because the POISONING code has to remove |
|
|
862 | the poison-effects from the player before the FLAG_IS_USED_UP mechanism |
|
|
863 | deletes the POISONING object. |
|
|
864 | |
|
|
865 | =back |
|
|
866 | |
555 | =head3 FORCE - type 114 - Forces |
867 | =head3 FORCE - type 114 - Forces |
556 | |
868 | |
557 | Forces are a very 'thin' type. They don't have much behaviour other than |
869 | Forces are a very 'thin' type. They don't have much behaviour other than |
558 | disappearing after a time and/or affecting the player if they are in his |
870 | disappearing after a time and/or affecting the player if they are in his |
559 | inventory. |
871 | inventory. |
… | |
… | |
562 | |
874 | |
563 | Whether the duration field is processed or not a tick is controlled via the |
875 | Whether the duration field is processed or not a tick is controlled via the |
564 | speed and speed_left field. Look above at the generic description of these |
876 | speed and speed_left field. Look above at the generic description of these |
565 | fields. |
877 | fields. |
566 | |
878 | |
|
|
879 | NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field |
|
|
880 | like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches |
|
|
881 | 0 before duration and FLAG_APPLIED is set, the force will last for 'duration'. |
|
|
882 | If the FLAG_APPLIED is not set the force is removed when food reaches 0. |
|
|
883 | Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. |
|
|
884 | |
567 | =over 4 |
885 | =over 4 |
568 | |
886 | |
569 | =item duration |
887 | =item duration |
570 | |
888 | |
571 | While this field is greater than 0 the force/object is not destroyed. It is |
889 | While this field is greater than 0 the force/object is not destroyed. It is |