ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/pod/objects.pod
(Generate patch)

Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.15 by elmex, Wed Dec 20 20:25:59 2006 UTC vs.
Revision 1.16 by elmex, Wed Dec 20 21:30:42 2006 UTC

13 13
14The term 'archetype' stands for a collection of fields. 14The term 'archetype' stands for a collection of fields.
15The term 'object' stands for an archetype instance. 15The term 'object' stands for an archetype instance.
16The term 'field' is used for an object fields and archetype fields. 16The term 'field' is used for an object fields and archetype fields.
17 17
18Field names will be displayed like I<this>. 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
19 23
20=head2 About archetypes and objects 24=head2 About archetypes and objects
21 25
22Archetypes are 'templates' of objects. If an object is derived 26Archetypes are 'templates' of objects. If an object is derived
23from an archetype the object fields will be set to the corresponding 27from an archetype the object fields will be set to the corresponding
72These 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
73default behaviour. 77default behaviour.
74 78
75=over 4 79=over 4
76 80
77=item name <string> 81=item I<name> <string>
78 82
79The name of the object. 83The name of the object.
80 84
81=item name_pl <string> 85=item I<name_pl> <string>
82 86
83The 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).
84 88
85=item face <facename> 89=item I<face> <facename>
86 90
87The graphical appearance of this object. 91The graphical appearance of this object.
88 92
89=item x <number> 93=item I<x> <number>
90 94
91The x position of the object when it is on a map. 95The x position of the object when it is on a map.
92 96
93=item y <number> 97=item I<y> <number>
94 98
95The y position of the object when it is on a map. 99The y position of the object when it is on a map.
96 100
97=item map (internal) 101=item I<map> (internal)
98 102
99The map the object is on. 103The map the object is on.
100 104
101=item invisible <number> 105=item I<invisible> <number>
102 106
103If the <number> is greater than 0 the object is invisible. 107If the <number> is greater than 0 the object is invisible.
104For players this field reflects the duration of the invisibility 108For players this field reflects the duration of the invisibility
105and is decreased every tick by 1. 109and is decreased every tick by 1.
106 110
107For non-player objects this field is not changed by server ticks. 111For non-player objects this field is not changed by server ticks.
108 112
109=item speed <number> 113=item I<speed> <number>
110 114
111If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 115If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
112on the active object list and will be processed each tick (see also speed_left!). 116on the active object list and will be processed each tick (see also speed_left!).
113 117
114If the speed field drops below the MIN_ACTIVE_SPEED the object is removed 118If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
115from the active object list and it won't experience any processing per tick. 119from the active object list and it won't experience any processing per tick.
116 120
117=item speed_left <number> 121=item I<speed_left> <number>
118 122
119If this field is greater than 0 and the object is on the 123If this field is greater than 0 and the object is on the
120active list (mostly means it's speed is also greater than 0): 124active list (mostly means it's speed is also greater than 0):
121 125
122 - speed_left is decreased by 1 126 - speed_left is decreased by 1
123 - and this object is processed and experiences a server tick. 127 - and this object is processed and experiences a server tick.
124 128
125If the object is on the active list and speed_left is lower or 129If the object is on the active list and I<speed_left> is lower or
126equal to 0 the absolute value of the speed field is added to speed_left 130equal to 0 the absolute value of the I<speed> is added to I<speed_left>
127on the end of the tick. 131on the end of the tick.
128 132
129This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) 133This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
130the more seldom the object is processed. And the higher the speed field is 134the more seldom the object is processed. And the higher I<speed> is
131the more often the object is processed. 135the more often the object is processed.
132 136
133=item connected <number> 137=item I<connected> <number>
134 138
135When this field is set the object will be linked to a connection with the 139When this field is set the object will be linked to a connection with the
136id <number>. What happens when the connection is 'activated' depends on the 140id <number>. What happens when the connection is 'activated' depends on the
137type of the object. 141type of the object.
138 142
139When FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control 143FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
140when to activate the object, see description of these below for further details. 144when to activate the object, see description of these below for further details.
141 145
142=item no_drop (0|1) 146=item I<no_drop> (0|1)
143 147
144Sets the flag FLAG_NO_DROP. 148Sets the flag FLAG_NO_DROP.
145See Flags section below. 149See Flags section below.
146 150
147=item applied (0|1) 151=item I<applied> (0|1)
148 152
149Sets the flag FLAG_APPLIED. 153Sets the flag FLAG_APPLIED.
150See Flags section below. 154See Flags section below.
151 155
152=item is_used_up (0|1) 156=item I<is_used_up> (0|1)
153 157
154Sets the flag FLAG_IS_USED_UP. 158Sets the flag FLAG_IS_USED_UP.
155See Flags section below. 159See Flags section below.
156 160
157=item changing (0|1) 161=item I<changing> (0|1)
158 162
159Sets the flag FLAG_CHANGING. 163Sets the flag FLAG_CHANGING.
160See Flags section below. 164See Flags section below.
161 165
162=item auto_apply (0|1) 166=item I<auto_apply> (0|1)
163 167
164Sets the flag FLAG_AUTO_APPLY. 168Sets the flag FLAG_AUTO_APPLY.
165See Flags section below. 169See Flags section below.
166 170
167=item no_steal (0|1) 171=item I<no_steal> (0|1)
168 172
169Sets the flag FLAG_NO_STEAL. 173Sets the flag FLAG_NO_STEAL.
170See Flags section below. 174See Flags section below.
171 175
172=item reflecting (0|1) 176=item I<reflecting> (0|1)
173 177
174Sets the flag FLAG_REFLECTING. 178Sets the flag FLAG_REFLECTING.
175See Flags section below. 179See Flags section below.
176 180
177=item reflect_spell (0|1) 181=item I<reflect_spell> (0|1)
178 182
179Sets the flag FLAG_REFL_SPELL. 183Sets the flag FLAG_REFL_SPELL.
180See Flags section below. 184See Flags section below.
181 185
182=item no_skill_ident (0|1) 186=item I<no_skill_ident> (0|1)
183 187
184Sets the flag FLAG_NO_SKILL_IDENT. 188Sets the flag FLAG_NO_SKILL_IDENT.
185See Flags section below. 189See Flags section below.
186 190
187=item activate_on_push (0|1) (default: 1) 191=item I<activate_on_push> (0|1) (default: 1)
188 192
189Sets the flag FLAG_ACTIVATE_ON_PUSH. 193Sets the flag FLAG_ACTIVATE_ON_PUSH.
190See Flags section below. 194See Flags section below.
191 195
192=item activate_on_release (0|1) (default: 1) 196=item I<activate_on_release> (0|1) (default: 1)
193 197
194Sets the flag FLAG_ACTIVATE_ON_RELEASE. 198Sets the flag FLAG_ACTIVATE_ON_RELEASE.
195See Flags section below. 199See Flags section below.
196 200
197=item editable (more than deprecated) 201=item I<editable> (more than deprecated)
198 202
199This field had a special meaning for crossedit, which used parts 203This field had a special meaning for crossedit, which used parts
200of the server code for editing. Wherever you see this field being 204of the server code for editing. Wherever you see this field being
201set in an archetype ignore it and/or remove it. No code interprets this 205set in an archetype ignore it and/or remove it. No code interprets this
202field anymore. 206field anymore.
217 221
218This flag mostly states whether this object has been 'applied' by the player. 222This flag mostly states whether this object has been 'applied' by the player.
219For objects that are applied by the code or have this flag set in the archetype 223For objects that are applied by the code or have this flag set in the archetype
220it mostly means 'this object is active'. 224it mostly means 'this object is active'.
221 225
222For example the player adjustments of the hp/sp/grace fields and inheritance 226For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
223of flags from objects in his inventory is toggled by this flag. 227of flags from objects in his inventory is toggled by this flag.
224 228
225=item FLAG_IS_USED_UP 229=item FLAG_IS_USED_UP
226 230
227This flag controls whether an object is 'used up'. If it is set the 'food' field 231This flag controls whether an object is 'used up'. If it is set I<food>
228of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha 232is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
229it is removed.
230 233
231If also the flag FLAG_APPLIED is set, the 'duration' field controls whether 234If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
232this object is removed or not, see the Force type below for the meaning 235this object is removed or not, see the B<FORCE> type below for the meaning
233of the duration field in this context. 236of the duration field in this context.
234 237
235If FLAG_APPLIED is not set the object is destroyed. 238If FLAG_APPLIED is not set the object is destroyed.
236 239
237=item FLAG_CHANGING 240=item FLAG_CHANGING
238 241
239If the 'state' field of the object is 0 the object will be processed periodically. 242If the I<state> field of the object is 0 the object will be processed periodically
240Otherwise it won't "change"; 243(if speed is set). If the I<state> field is 1 it won't be processed.
241 244
242=item FLAG_IS_A_TEMPLATE (internal use) 245=item FLAG_IS_A_TEMPLATE (internal use)
243 246
244This flag is set on the inventory of generators like CREATORs and CONVERTERs, 247This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
245or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 248or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
246 249
247=item FLAG_AUTO_APPLY 250=item FLAG_AUTO_APPLY
248 251
249This flag has currently only meaning for the TREASURE type, see below. 252This flag has currently only meaning for the B<TREASURE> type, see below.
250 253
251=item FLAG_ACTIVATE_ON_PUSH 254=item FLAG_ACTIVATE_ON_PUSH
252 255
253This flag has only meaning for objects that can be linked together 256This flag has only meaning for objects that can be linked together
254with the 'connected' field and controls wether the object should 257by the I<connected> field and controls wether the object should
255be activated when the connection is 'pushed' or it is 'released'. 258be activated when the connection is 'pushed' or it is 'released'.
256 259
257What 'pushed' and 'released' means depends on the object that 260What 'pushed' and 'released' means depends on the object that
258activates the connection. 261activates the connection.
259 262
260This flag is by default on. 263This flag is by default on.
261 264
262=item FLAG_ACTIVATE_ON_RELEASE 265=item FLAG_ACTIVATE_ON_RELEASE
263 266
264This flag has only meaning for objects that can be linked together 267This flag has only meaning for objects that can be linked together
265with the 'connected' field and controls wether the object should 268by the I<connected> field and controls wether the object should
266be activated when the connection is 'pushed' or it is 'released'. 269be activated when the connection is 'pushed' or it is 'released'.
267 270
268What 'pushed' and 'released' means depends on the object that 271What 'pushed' and 'released' means depends on the object that
269activates the connection. 272activates the connection.
270 273
279(but in this context the flag is only used internally). 282(but in this context the flag is only used internally).
280 283
281=item FLAG_NO_SKILL_IDENT 284=item FLAG_NO_SKILL_IDENT
282 285
283This flag is mostly used internal and prevents unidentified objects 286This flag is mostly used internal and prevents unidentified objects
284(objects which don't have FLAG_IDENTIFIED set) being identified by 287(objects which don't have FLAG_IDENTIFIED set) being identified
285skills. 288multiple times by skills.
286 289
287This flag is used to mark objects to never being identified by a skill 290This flag is used to mark objects which were unsuccessfully identified by a
288once a player failed to identify an object. So that multiple tries 291players skill. So that multiple tries of identifying aren't more effective than
289of identifying aren't more effective than one. 292one.
290 293
291=item FLAG_REFLECTING 294=item FLAG_REFLECTING
292 295
293This flag is used by spell effects (eg. SP_BOLT), THROWN_OBJ and ARROW 296This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
294to indicate whether this object reflects off walls. 297to indicate whether this object reflects off walls.
295 298
296=item FLAG_REFL_SPELL 299=item FLAG_REFL_SPELL
297 300
298This flag indicates whether something reflects spells, like spell reflecting 301This flag indicates whether something reflects spells, like spell reflecting
303=head2 Description of type specific fields and behaviour 306=head2 Description of type specific fields and behaviour
304 307
305The beginning of the headers of the following subsection 308The beginning of the headers of the following subsection
306are the server internal names for the objects types, see include/define.h. 309are the server internal names for the objects types, see include/define.h.
307 310
308=head3 TRANSPORT - type 2 - Player transports 311=head3 B<TRANSPORT> - type 2 - Player transports
309 312
310This type is implemented by the transport extension and has currently no special 313This type is implemented by the transport extension and has currently no special
311fields that affect it. 314fields that affect it.
312 315
313=head3 ROD - type 3 - Rods that fire spells 316=head3 B<ROD> - type 3 - Rods that fire spells
314 317
315Rods contain spells and can be fired by a player. 318Rods contain spells and can be fired by a player.
316 319
317=over 4 320=over 4
318 321
319=item level <number> 322=item I<level> <number>
320 323
321This field is used for calculating the spell level that can be fired 324This field is used for calculating the spell level that can be fired
322with this rod, it's also the maximum level of the spell that can be fired. 325with this rod, it's also the maximum level of the spell that can be fired.
323The level of the spell that is being fired depends mostly on 326The level of the spell that is being fired depends mostly on
324the 'use magic item' skill level of the player and 1/10 of the level of the 327the 'use magic item' skill level of the player and 1/10 of the level of the
325rod is added as bonus. 328rod is added as bonus.
326 329
327=item hp <number> 330=item I<hp> <number>
328 331
329The amount of spellpoints this rod has left. 332The amount of spellpoints this rod has left.
330 333
331=item maxhp <number> 334=item I<maxhp> <number>
332 335
333The maximum amount of spellpoints this rod has. 336The maximum amount of spellpoints this rod has.
334 337
335=item skill <skill name> 338=item I<skill> <skill name>
336 339
337This field determines which skill you need to apply this object. 340This field determines which skill you need to apply this object.
338 341
339=back 342=back
340 343
341=head3 TREASURE - type 4 - Treasures 344=head3 B<TREASURE> - type 4 - Treasures
342 345
343This type of objects are for random treasure generation in maps. 346This type of objects are for random treasure generation in maps.
344If this object is applied by a player it will replace itself with it's 347If this object is applied by a player it will replace itself with it's
345inventory. If it is automatically applied 348inventory. If it is automatically applied
346generate a treasure and replace itself with the generated treasure. 349generate a treasure and replace itself with the generated treasure.
348Chests are also of this type, their treasures are generated by 351Chests are also of this type, their treasures are generated by
349the auto apply code on map instantiation. 352the auto apply code on map instantiation.
350 353
351=over 4 354=over 4
352 355
353=item hp <number> 356=item I<hp> <number>
354 357
355The number of treasures to generate. 358The number of treasures to generate.
356 359
357=item exp <level> 360=item I<exp> <level>
358 361
359If FLAG_AUTO_APPLY is not set the exp field has no further meaning 362If FLAG_AUTO_APPLY is not set the exp field has no further meaning
360and the difficulty for the treasurecode only depends on the maps difficulty, 363and the difficulty for the treasurecode only depends on the maps difficulty,
361otherwise the exp field has the following meaning: 364otherwise the exp field has the following meaning:
362 365
365worth a treasure is or what bonuses it is given by the treasure code. 368worth a treasure is or what bonuses it is given by the treasure code.
366 369
367If this field is not set or 0 the difficulty of the map is passed to the treasure 370If this field is not set or 0 the difficulty of the map is passed to the treasure
368generation code. 371generation code.
369 372
370=item randomitems <treasurelist> 373=item I<randomitems> <treasurelist>
371 374
372The treasurelist to use to generate the treasure which is put in the 375The treasurelist to use to generate the treasure which is put in the
373treasure objects inventory. 376treasure objects inventory.
374 377
375=back 378=back
376 379
377=head3 POTION - type 5 - Potions for drinking and other nastynesses 380=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
378 381
379These objects contain a spell and will emit it on apply, which most 382These objects contain a spell and will emit it on apply, which most
380of the time has the meaning of 'drinking'. 383of the time has the meaning of 'drinking'.
381 384
382If no resistancy field, stat field or attacktype is set and no spell 385If no resistancy field, stat field or attacktype is set and no spell
387If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion 390If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
388will yield an explosion and hurt the player. 391will yield an explosion and hurt the player.
389 392
390=over 4 393=over 4
391 394
392=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 395=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
393 396
394These stat fields determine how many stat points the player gets 397These stat fields determine how many stat points the player gets
395when he applies this potion. 398when he applies this potion.
396 399
397If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 400If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
398 401
399=item sp <number> 402=item I<sp> <number>
400 403
401If this field is set and the randomitems field is not set 404If this field is set and the randomitems field is not set
402the field is interpreted as spell number, please look the right 405the field is interpreted as spell number, please look the right
403number up in common/loader.C. 406number up in common/loader.C.
404 407
405If this field is set the randomitems field will be unset by the 408If this field is set the randomitems field will be unset by the
406map loading code. 409map loading code.
407 410
408=item attacktype <attacktype> 411=item I<attacktype> <attacktype>
409 412
410This field has some special meaning in potions, currently the 413This field has some special meaning in potions, currently the
411bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 414bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
412restoration potion or improvement potion. 415restoration potion or improvement potion.
413See include/attackinc.h for the bits of these types. 416See include/attackinc.h for the bits of these types.
418into him. 421into him.
419 422
420If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 423If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
421When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 424When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
422 425
423=item resist_<resistancy> <number> 426=item I<resist_RESISTANCY> <number>
424 427
425If this stat is set and no spell is in the potion the potion 428If this stat is set and no spell is in the potion the potion
426will create a force that give the player this specific resistancy. 429will create a force that give the player this specific resistancy.
427The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 430The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
428and the potion will last 10 times longer than the default force archetype 431and the potion will last 10 times longer than the default force archetype
429FORCE_NAME (at the moment of this writing spell/force.arc). 432FORCE_NAME (at the moment of this writing spell/force.arc).
430 433
431=item randomitems <treasurelist> 434=item I<randomitems> <treasurelist>
432 435
433The inventory/spell of the potion will be created by calling the treasure code 436The inventory/spell of the potion will be created by calling the treasure code
434with the treasurelist specified here. (I guess it's highly undefined what 437with the treasurelist specified here. (I guess it's highly undefined what
435happens if there is not a spell in the potions inventory). 438happens if there is not a spell in the potions inventory).
436 439
437=item on_use_yield <archetype> 440=item I<on_use_yield> <archetype>
438 441
439When this object is applied an instance of <archetype> will be created. 442When this object is applied an instance of <archetype> will be created.
440 443
441=item subtypes <potion subtype> 444=item I<subtypes> <potion subtype>
442 445
443see include/spells.h for possible potion subtypes, there are currently 4: 446see include/spells.h for possible potion subtypes, there are currently 4:
444 447
445=over 4 448=over 4
446 449
449Unused, default behaiour of a potion. 452Unused, default behaiour of a potion.
450 453
451=item POT_DUST 454=item POT_DUST
452 455
453This potion can be thrown to cast the spell that it has in it's inventory, 456This potion can be thrown to cast the spell that it has in it's inventory,
454the behaviour is not defined if there is not a spell in the inventory and the 457the behaviour is not defined if there is not a B<SPELL> in the inventory and the
455server will log an error. 458server will log an error.
456 459
457=item POT_FIGURINE 460=item POT_FIGURINE
458 461
459Unused, default behaiour of a potion. 462Unused, default behaiour of a potion.
464 467
465=back 468=back
466 469
467=back 470=back
468 471
469=head3 FOOD - type 6 - Eatable stuff 472=head3 B<FOOD> - type 6 - Eatable stuff
470 473
471This is for objects that are representing general eatables like 474This is for objects that are representing general eatables like
472beef or bread. 475beef or bread.
473 476
474The main difference between FOOD, FLESH and DRINK is that they 477The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
475give different messages. 478give different messages.
476 479
477The specialty of FLESH is that it inherits the resistancies of the 480The specialty of B<FLESH> is that it inherits the resistancies of the
478monsters it was generated in and will let dragons raise their resistancies 481monsters it was generated in and will let dragons raise their resistancies
479with that. If the monster has the POISON attacktype the FLESH 482with that. If the monster has the B<POISON> attacktype the B<FLESH>
480will change into POISON. 483will change into B<POISON>.
481 484
482If a player runs low on food he will grab for FOOD, DRINK and POISON 485If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
483and if he doesn't find any of that he will start eating FLESH. 486and if he doesn't find any of that he will start eating B<FLESH>.
484 487
485=over 4 488=over 4
486 489
487=item title <string> 490=item I<title> <string>
488 491
489If the food has a title or is cursed it is considered 'special', which means that the 492If the food has B<title> set or is cursed it is considered 'special', which
490fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp 493means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
491are interpreted and have further effects on the player. 494I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
495on the player.
492 496
493The higher the food field is the longer the improvement of the player lasts 497The higher the I<food> field is the longer the improvement of the player lasts
494(except for hp and sp). 498(except for I<hp> and I<sp>).
495 499
496=item food <number> 500=item I<food> <number>
497 501
498This is the amount of food points the player gets when he eats this. 502This is the amount of food points the player gets when he eats this.
499 503
500=item on_use_yield <archetype> 504=item I<on_use_yield> <archetype>
501 505
502When this object is applied an instance of <archetype> will be created. 506When this object is applied an instance of <archetype> will be created.
503 507
504=back 508=back
505 509
506=head3 POISON - type 7 - Poisonous stuff 510=head3 B<POISON> - type 7 - Poisonous stuff
507 511
508This type is for objects that can poison the player when drinking. 512This type is for objects that can poison the player when he drinks/applies it.
509When applied it will hit the attacked with AT_POISON and will create 513When applied it will hit the attacked with AT_POISON and will create
510a POISONING object in the one who was hit. 514a B<POISONING> object in the one who was hit.
511 515
512=over 4 516=over 4
513 517
514=item level <number> 518=item I<level> <number>
515 519
516This field affects the propability of poisoning. The higher the level difference 520This field affects the propability of poisoning. The higher the level difference
517between the one who is hit and the poision the mose propable it is the attacked 521between the one who is hit and the poision the more propable it is the attacked
518one will be poisoned. 522one will be poisoned.
519 523
520=item slaying <race> 524=item I<slaying> <race>
521 525
522On poison this field has the usual meaning of 'slaying', when the 526This field has the usual meaning of 'slaying', when the
523ones race matches the slaying field the damage done by the poison 527poisoned's race matches the I<slaying> field the damage done by the poison
524is multiplied by 3. 528is multiplied by 3.
525 529
526=item hp <number> 530=item I<hp> <number>
527 531
528This is the amount of damage the player will receive from applying this. The 532This is the amount of damage the player will receive from applying this. The
529attacktype AT_POISON will be used to hit the player and the damage will 533attacktype AT_POISON will be used to hit the player and the damage will
530determine the strenght, duration and depletion of stats of the poisoning. The 534determine the strenght, duration and depletion of stats of the poisoning. The
531created POISONING object which is being placed in the one who was attacked will 535created B<POISONING> object which is being placed in the one who was attacked will
532get the damage from this field (which is maybe adjusted by slaying or the 536get the damage from this field (which is maybe adjusted by slaying or the
533resistancies). 537resistancies).
534 538
535=item food <number> 539=item I<food> <number>
536 540
5371/4 of <number> will be drained from the players food. 5411/4 of <number> will be drained from the players I<food>.
538 542
539=item on_use_yield <archetype> 543=item I<on_use_yield> <archetype>
540 544
541When this object is applied an instance of <archetype> will be created. 545When this object is applied an instance of <archetype> will be created.
542 546
543=back 547=back
544 548
545=head3 BOOK - type 8 - Readable books 549=head3 B<BOOK> - type 8 - Readable books
546 550
547This type is basically for representing text books in the game. 551This type is basically for representing text books in the game.
548 552
549Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). 553Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
550 554
551=over 4 555=over 4
552 556
553=item msg <text> 557=item I<msg> <text>
554 558
555This is the contents of the book. When this field is unset 559This is the contents of the book. When this field is unset
556at treasure generation a random text will be inserted. 560at treasure generation a random text will be inserted.
557 561
558=item skill <skill name> 562=item I<skill> <skill name>
559 563
560The skill required to read this book. (The most resonable 564The skill required to read this book. (The most resonable
561skill would be literacy). 565skill would be literacy).
562 566
563=item exp <number> 567=item I<exp> <number>
564 568
565The experience points the player get for reading this book. 569The experience points the player get for reading this book.
566 570
567=item subtype <readable subtype> 571=item I<subtype> <readable subtype>
568 572
569This field determines the type of the readable. 573This field determines the type of the readable.
570Please see common/readable.C in the readable_message_types table. 574Please see common/readable.C in the readable_message_types table.
571 575
572=back 576=back
573 577
574=head3 CLOCK - type 9 - Clocks 578=head3 B<CLOCK> - type 9 - Clocks
575 579
576This type of objects just display the time when being applied. 580This type of objects just display the time when being applied.
577 581
578=head3 LIGHTNING - type 12 - Lightnings (DEPRECATED, see SPELL_EFFECT subtype SP_BOLT) 582=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
579 583
580This is a spell effect of a moving bolt. It moves straigt forward 584This is a spell effect of a moving bolt. It moves straigt forward
581through the map until something blocks it. 585through the map until something blocks it.
582If FLAG_REFLECTING is set it even reflects on walls. 586If FLAG_REFLECTING is set it even reflects on walls.
583 587
584FLAG_IS_TURNABLE should be set on these objects. 588FLAG_IS_TURNABLE should be set on these objects.
585 589
586=over 4 590=over 4
587 591
588=item move_type <movetype> 592=item I<move_type> <movetype>
589 593
590This field affects the move type with which the lightning moves through 594This field affects the move type with which the lightning moves through
591the map and which map cells will reflect or block it. 595the map and which map cells will reflect or block it.
592 596
593=item attacktype <attacktype> 597=item I<attacktype> <attacktype>
594 598
595The attacktype with which it hits the objects on the map. 599The attacktype with which it hits the objects on the map.
596 600
597=item dam <number> 601=item I<dam> <number>
598 602
599The damage this bolt inflicts when it hits objects on the map. 603The damage this bolt inflicts when it hits objects on the map.
600 604
601=item Dex <number> 605=item I<Dex> <number>
602 606
603This is the fork percentage, it is reduced by 10 per fork. 607This is the fork percentage, it is reduced by 10 per fork.
604And the damage is halved on each fork. 608And the I<dam> field is halved on each fork.
605 609
606=item Con <number> 610=item I<Con> (internal)
607 611
608This value is a percentage of which the forking lightning 612This value is a percentage of which the forking lightning
609is deflected to the left. This value should be mostly used internally. 613is deflected to the left. This value should be mostly used internally.
610 614
611=item duration <number> 615=item I<duration> <number>
612 616
613The duration the bolt stays on a map cell. This field is decreased each time 617The duration the bolt stays on a map cell. This field is decreased each time
614the object is processed (see the meaning of speed and speed_left fields in 618the object is processed (see the meaning of I<speed> and I<speed_left> fields in
615the object general description). 619the generic object field description).
616 620
617=item range <number> 621=item I<range> <number>
618 622
619This is the range of the bolt, each space it advances this field is decreased. 623This is the range of the bolt, each space it advances this field is decreased.
620 624
621=back 625=back
622 626
623=head3 ARROW - type 13 - Arrows 627=head3 B<ARROW> - type 13 - Arrows
624 628
625This is the type for objects that represent projectiles like arrows. 629This is the type for objects that represent projectiles like arrows.
626The movement of THROWN_OBJs behave similar to this type. 630The movement of B<THROWN_OBJ>s behave similar to this type.
627 631
628Flying arrows are stopped either when they hit something blocking 632Flying arrows are stopped either when they hit something blocking
629(move_block) or something which is alive. 633(I<move_block>) or something which is alive.
630If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE 634If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
631set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict 635set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
632damage with a small chance which is affected by the 'level' field of the arrow. 636damage with a small chance which is affected by the I<level> field of the arrow.
633 637
634If FLAG_REFLECTING is set on the arrow it will bounce off everything 638If FLAG_REFLECTING is set on the arrow it will bounce off everything
635that is not alive and blocks it's movement. 639that is not alive and blocks it's movement.
636 640
637When an arrow is being shot it's dam, wc, attacktype, slaying fields will 641When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
638be saved in the sp, hp, grace and spellarg fields of the object, to restore them 642fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
639once the arrow has been stopped. 643the object, to restore them once the arrow has been stopped.
640 644
641=over 4 645=over 4
642 646
643=item dam <number> 647=item I<dam> <number>
644 648
645The amount of damage that is being done to the victim that gets hit. 649The amount of damage that is being done to the victim that gets hit.
646This field is recomputed when the arrow is fired and will consist 650This field is recomputed when the arrow is fired and will consist
647of the sum of a damage bonus (see description of the BOW type), 651of the sum of a damage bonus (see description of the B<BOW> type),
648the arrows 'dam' field, the bows 'dam' field, the bows 'magic' field 652the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
649and the arrows magic field. 653and the arrows I<magic> field.
650 654
651=item wc <number> 655=item I<wc> <number>
652 656
653The weaponclass of the arrow, which has effect on the propability of hitting. 657The weapon class of the arrow, which has effect on the propability of hitting.
654 658
655It is recomputed when the arrow is being fired by this formula: 659It is recomputed when the arrow is being fired by this formula:
656 660
657 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) 661 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
658 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod 662 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
659 663
660When the arrow is not being shot by an player dex_bonus and thaco_bonus and the 664When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
661level is not added. 665level is not added.
662 666
663The wc_mod is dependend on the fire mode of the bow. For a more detailed 667wc_mod is dependend on the fire mode of the bow. For a more detailed
664explanation of dex_bonus, thaco_bonus and wc_mod please consult the code. 668explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
665 669
666=item magic <number> 670=item I<magic> <number>
667 671
668This field is added to the damage of the arrow when it is shot and 672This field is added to the damage of the arrow when it is shot and
669will also improve it's speed by 1/5 of it's value. 673will also improve it's I<speed> by 1/5 of it's value.
670 674
671=item attacktype <attacktype> 675=item I<attacktype> <attacktype>
672 676
673Bitfield which decides the attacktype of the damage, see include/attackinc.h 677Bitfield which decides the attacktype of the damage, see include/attackinc.h
674On fireing the attacktype of the bow is added to the arrows attacktype. 678On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
675 679
676=item level <number> (interally used) 680=item I<level> <number> (interally used)
677 681
678The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE, 682The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
679see above in the ARROW description. 683see above in the B<ARROW> description.
680 684
681The level is set when the arrow is fired to either the skill level or the 685The I<level> is set when the arrow is fired to either the skill level or the
682shooters level. 686shooters level.
683 687
684=item speed <number> (internal) 688=item I<speed> <number> (internal)
685 689
686This field shouldn't be set directly in the archetype, the arrow will get it's 690This field shouldn't be set directly in the archetype, the arrow will get it's
687speed from the bow. This fields value has to be atleast 0.5 or otherwise the 691I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
688arrow will be stopped immediatly. 692arrow will be stopped immediatly.
689 693
690On fireing the speed of the arrow is computed of 1/5 of the 694On fireing the I<speed> of the arrow is computed of 1/5 of the
691sum of the damage bonus (see BOW), bow magic and arrow magic. After that 1/7 695sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
692of the bows 'dam' field is added to the speed of the arrow. 696of the bows I<dam> field is added to the I<speed> of the arrow.
693 697
694The minimum speed of an arrow is 1.0. 698The minimum I<speed> of an arrow is 1.0.
695 699
696While flying the arrows speed is decreased by 0.05 each time it's moved. 700While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
697 701
698If the speed is above 10.0 it goes straight through the creature it hits and 702If the I<speed> is above 10.0 it goes straight through the creature it hits and
699it's speed is reduced by 1. If the speed is lower or equal 10.0 the arrow is 703it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
700stopped and either sticked into the victim (see weight field description) or 704stopped and either sticked into the victim (see I<weight> field description) or
701put on it's map square (if it didn't break, see description of the food field). 705put on it's map square (if it didn't break, see description of the I<food> field).
702 706
703=item weight <number> 707=item I<weight> <number>
704 708
705This field is the weight of the arrow, if the weight is below or equal 5000 (5 kg) 709This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
706the arrow will stick in the victim it hits. Otherwise it will fall to the ground. 710the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
707 711
708=item food <number> 712=item I<food> <number>
709 713
710The breaking percentage. 100% means: breaks on usage for sure. 714The breaking percentage. 100 (%) means: breaks on usage for sure.
711 715
712=item inventory (internal) 716=item I<inventory> (internal)
713 717
714If the flying/moving object has something in it's inventory and it stops, it 718If the flying/moving object has something in it's inventory and it stops, it
715will be replaced with it's inventory. Otherwise it will be handled as usual, 719will be replaced with it's inventory. Otherwise it will be handled as usual,
716which means: it will be calculated whether the arrow breaks and it will be 720which means: it will be calculated whether the arrow breaks and it will be
717reset for reuse. 721reset for reuse.
718 722
719=item slaying <string> 723=item I<slaying> <string>
720 724
721When the bow that fires this arrow has it's slaying field set it is copied 725When the bow that fires this arrow has it's I<slaying> field set it is copied
722to the arrows slaying field. Otherwise the arrows slaying field remains. 726to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
723 727
724=item move_type <movetype> (internally used) 728=item I<move_type> <movetype> (internally used)
725 729
726This field is set when the arrow is shot to MOVE_FLY_LOW. 730This field is set when the arrow is shot to MOVE_FLY_LOW.
727 731
728=item move_on <movetype> (internally used) 732=item I<move_on> <movetype> (internally used)
729 733
730This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK. 734This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
731 735
732=item race <string> 736=item I<race> <string>
733 737
734The race field is a unique key that assigns arrows, bows and quivers. When 738The I<race> field is a unique key that assigns arrows, bows and quivers. When
735shooting an arrow the bows race is used to search for arrows (which have the 739shooting an arrow the bows I<race> is used to search for arrows (which have the
736same race as the bow) in the players inventory and will recursively search in 740same I<race> as the bow) in the players inventory and will recursively search in
737the containers (which are applied and have the same race as the bow and the arrow). 741the containers (which are applied and have the same I<race> as the bow and the arrow).
738 742
739=back 743=back
740 744
741=head3 BOW - type 14 - Bows, those that fire ARROWs 745=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
742 746
743TODO, but take into account ARROW description above 747TODO, but take into account B<ARROW> description above!
744 748
745=head3 WEAPON - type 15 - Weapons 749=head3 B<WEAPON> - type 15 - Weapons
746 750
747This type is for general hack and slash weapons like swords, maces 751This type is for general hack and slash weapons like swords, maces
748and daggers and and .... 752and daggers and and ....
749 753
750=over 4 754=over 4
751 755
752=item weapontype <type id> 756=item I<weapontype> <type id>
753 757
754decides what attackmessages are generated, see include/define.h 758decides what attackmessages are generated, see include/define.h
755 759
756=item attacktype <bitmask> 760=item I<attacktype> <bitmask>
757 761
758bitfield which decides the attacktype of the damage, see include/attackinc.h 762bitfield which decides the attacktype of the damage, see include/attackinc.h
759 763
760=item dam <number> 764=item I<dam> <number>
761 765
762amount of damage being done with the attacktype 766amount of damage being done with the attacktype
763 767
764=item item_power <level> 768=item I<item_power> <level>
765 769
766the itempower of this weapon. 770the itempower of this weapon.
767 771
768=item name 772=item I<name>
769 773
770the name of the weapon. 774the name of the weapon.
771 775
772=item level (internal) 776=item I<level> (internal)
773 777
774The improvement state of the weapon. 778The improvement state of the weapon.
775If this field is greater than 0 the 'name' field starts with the 779If this field is greater than 0 the I<name> field starts with the
776characters name who improved this weapon. 780characters name who improved this weapon.
777 781
778=item last_eat (internal) 782=item I<last_eat> (internal)
779 783
780seems to be the amount of improvements of a weapon, 784This seems to be the amount of improvements of a weapon,
781the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 785the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
782 786
783 ((who->level / 5) + 5) >= op->last_eat 787 ((who->level / 5) + 5) >= op->last_eat
784 788
785=item last_sp 789=item I<last_sp>
786 790
787the weapon speed (see magic description) 791the weapon speed (see magic description)
788 792
789=item food <number> 793=item I<food> <number>
790 794
791addition to food regeneration of the player 795addition to food regeneration of the player
792 796
793=item hp <number> 797=item I<hp> <number>
794 798
795addition to health regeneration 799addition to health regeneration
796 800
797=item sp <number> 801=item I<sp> <number>
798 802
799addition to mana regeneration 803addition to mana regeneration
800 804
801=item grace <number> 805=item I<grace> <number>
802 806
803addititon to grace regeneration 807addititon to grace regeneration
804 808
805=item gen_sp_armour <number> 809=item I<gen_sp_armour> <number>
806 810
807the players gen_sp_armour field (which is per default 10) is added the <number> amount. 811the players I<gen_sp_armour> field (which is per default 10) is being added the
808gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 812<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
809is multiplied: gen_sp *= 10/<number> 813do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
810meaning: values > 10 of gen_sp_armour limits the amout of regenerated 814I<gen_sp_armour> limits the amout of regenerated spellpoints.
811spellpoints.
812 815
813generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 816Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
814sp regeneration. 817I<sp> regeneration.
815 818
816=item body_<body slot/part> 819=item I<body_BODYSLOT>
817 820
818the part of the body you need to use this weapon, possible values should be 821The part of the body you need to use this weapon, possible values should be
819looked up in common/item.C at body_locations. 822looked up in common/item.C at body_locations.
820 823
821=item resist_<resistnacy> <number> 824=item I<resist_RESISTNACY> <number>
822 825
823this is the factor with which the difference of the players resistancy and 100% 826this is the factor with which the difference of the players resistancy and 100%
824is multiplied, something like this: 827is multiplied, something like this:
825 828
826 additional_resistancy = (100 - current_resistanct) * (<number>/100) 829 additional_resistancy = (100 - current_resistanct) * (<number>/100)
830 833
831 'total resistance = total protections - total vulnerabilities' 834 'total resistance = total protections - total vulnerabilities'
832 835
833see also common/living.C:fix_player 836see also common/living.C:fix_player
834 837
835=item patch_(attuned|repelled|denied) 838=item I<path_(attuned|repelled|denied)>
836 839
837this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 840this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
838for the pathes. 841for the pathes.
839 842
840=item luck <number> 843=item I<luck> <number>
841 844
842this luck is added to the players luck 845this luck is added to the players I<luck>
843 846
844=item move_type 847=item I<move_type>
845 848
846if the weapon has a move_type set the player inherits it's move_type 849if the weapon has a I<move_type> set the player inherits it's I<move_type>
847 850
848=item exp <number> 851=item I<exp> <number>
849 852
850the added_speed and bonus_speed of the player is raised by <number>/3. 853the added_speed and bonus_speed of the player is raised by <number>/3.
851if <number> < 0 then the added_speed is decreased by <number> 854if <number> < 0 then the added_speed is decreased by <number>
852 855
853=item weight 856=item I<weight>
854 857
855the weight of the weapon 858the weight of the weapon
856 859
857=item magic 860=item I<magic>
858 861
859the magic field affects the amounts of the following fields: 862the I<magic> field affects the amounts of the following fields:
860 863
861 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 864 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
862 865
863 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 866 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
864 867
865 - dam: the players dam is adjusted by: player->dam += (dam + magic) 868 - dam: the players dam is adjusted by: player->dam += (dam + magic)
866 869
867 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 870 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
868 (minium is 0) 871 (minium is 0)
869 872
870=item ac <number> 873=item I<ac> <number>
871 874
872the amount of ac points the player's ac is decreased when applying this object. 875the amount of ac points the player's I<ac> is decreased when applying this object.
873 876
874=item wc <number> 877=item I<wc> <number>
875 878
876the amount of wc points the player's wc is decreased when applying this object. 879the amount of wc points the player's I<wc> is decreased when applying this object.
877 880
878=back 881=back
879 882
880=head4 Player inherits following flags from weapons: 883=head4 Player inherits following flags from weapons:
881 884
886 FLAG_XRAYS 889 FLAG_XRAYS
887 FLAG_BLIND 890 FLAG_BLIND
888 FLAG_SEE_IN_DARK 891 FLAG_SEE_IN_DARK
889 FLAG_UNDEAD 892 FLAG_UNDEAD
890 893
891=head3 GRIMREAPER - type 28 - Grimreapers 894=head3 B<GRIMREAPER> - type 28 - Grimreapers
892 895
893These type are mostly used for monsters, they give the 896These type are mostly used for monsters, they give the
894monster the ability to dissapear after 10 hits with AT_DRAIN. 897monster the ability to dissapear after 10 hits with AT_DRAIN.
895 898
896=over 4 899=over 4
897 900
898=item value <number> 901=item I<value> <number>
899 902
900This field stores the hits the monster did yet. 903This field stores the hits the monster did yet.
901 904
902=back 905=back
903 906
904=head3 CREATOR - type 42 - Object creators 907=head3 B<CREATOR> - type 42 - Object creators
905 908
906Once a creator is activated by a connection it creates a number of objects 909Once a creator is activated by a connection it creates a number of objects
907(cloned from it's inventory or a new object derived from the archetype 910(cloned from it's inventory or a new object derived from the archetype
908named in the other_arch slot). 911named in the other_arch slot).
909 912
910If FLAG_LIVESAFE is set the number of uses is unlimited. 913If FLAG_LIVESAFE is set the number of uses is unlimited.
911 914
912=over 4 915=over 4
913 916
914=item hp <number> 917=item I<hp> <number>
915 918
916If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can 919If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
917be used. 920be used.
918 921
919=item speed <number> 922=item I<speed> <number>
920 923
921If speed is set the creator will create an object periodically, 924If I<speed> is set the creator will create an object periodically,
922see speed and speed_left fields in general object field description 925see I<speed> and I<speed_left> fields in the general object field description
923for more details on how this period works. 926for more details.
924 927
925=item slaying <string> 928=item I<slaying> <string>
926 929
927If set the generated object's name and 930If set the generated object's name and title will be set to this.
928title will be set to this.
929 931
930=item other_arch <string> 932=item I<other_arch> <string>
931 933
932If the inventory of the creator is empty new objects 934If the inventory of the creator is empty new objects will be derived from the
933will be derived from the archetype named by <string>. 935archetype named by <string>.
934 936
935=item connected <number> 937=item I<connected> <number>
936 938
937See generic object field section. 939See generic object field description.
938 940
939=back 941=back
940 942
941=head3 DRINK - type 54 - Drinkable stuff 943=head3 B<DRINK> - type 54 - Drinkable stuff
942 944
943See FOOD description. 945See B<FOOD> description.
944 946
945=head3 CHECK_INV - type 64 - Inventory checkers 947=head3 B<CHECK_INV> - type 64 - Inventory checkers
946 948
947This object checks whether the player has a specific item in his 949This object checks whether the player has a specific item in his
948inventory when he moves above the inventory checker. If the player has 950inventory when he moves above the inventory checker. If the player has
949the item (or not, which can be controlled with a flag) a connection will be triggered. 951the item (or not, which can be controlled with a flag) a connection will be triggered.
950 952
951If you set move_block you can deny players and monsters to reach the space where 953If you set I<move_block> you can deny players and monsters to reach the space where
952the inventory checker is on, see 'move_block' description below. 954the inventory checker is on, see I<move_block> description below.
953 955
954The conditions specified by hp, slaying and race are concationated with OR. 956The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
955So matching one of those conditions is enough. 957So matching one of those conditions is enough.
956 958
957=over 4 959=over 4
958 960
959=item move_block <move type bitmask> 961=item I<move_block> <move type bitmask>
960 962
961If you set this field to block a movetype the move code will block any moves 963If you set this field to block a movetype the move code will block any moves
962onto the space with the inventory checker, IF the moving object doesn't have 964onto the space with the inventory checker, IF the moving object doesn't have
963(or has - if last_sp = 0) the item that the checker is searching for. 965(or has - if I<last_sp> = 0) the item that the checker is searching for.
964 966
965=item last_sp (0|1) 967=item I<last_sp> (0|1)
966 968
967If last_sp is 1 'having' the item that is being checked for will 969If I<last_sp> is 1 'having' the item that is being checked for will
968activate the connection or make the space with the checker non-blocking. 970activate the connection or make the space with the checker non-blocking.
969If last_sp is 0 'not having' the item will activate the connection 971If I<last_sp> is 0 'not having' the item will activate the connection
970or make the space with the checker non-blocking. 972or make the space with the checker non-blocking.
971 973
972=item last_heal (0|1) 974=item I<last_heal> (0|1)
973 975
974If last_heal is 1 the matching item will be removed if the inventory checker 976If I<last_heal> is 1 the matching item will be removed if the inventory checker
975activates a connection and finds the item in the inventory. 977activates a connection and finds the item in the inventory.
976 978
977(A inventory checker that blocks a space won't remove anything from inventories) 979(A inventory checker that blocks a space won't remove anything from inventories)
978 980
979=item hp <number> 981=item I<hp> <number>
980 982
981If this field is not 0 the inventory checker will search for an object 983If this field is not 0 the inventory checker will search for an object
982with the type id <number>. 984with the type id <number>.
983 985
984=item slaying <string> 986=item I<slaying> <string>
985 987
986If this field is set the inventory checker will search for an object that 988If this field is set the inventory checker will search for an object that
987has the same string in the slaying field (for example a key string of a key). 989has the same string in the I<slaying> field (for example a key string of a key).
988 990
989=item race <string> 991=item I<race> <string>
990 992
991If this field is set the inventory checker will search for an object which 993If this field is set the inventory checker will search for an object which
992has the archetype name that matches <string>. 994has the archetype name that matches <string>.
993 995
994=item connected <connection id> 996=item I<connected> <connection id>
995 997
996This is the connection that will be activated. The connection is 998This is the connection that will be activated. The connection is
997'pushed' when someone enters the space with the inventory checker, 999'pushed' when someone enters the space with the inventory checker,
998and it is 'released' when he leaves it. 1000and it is 'released' when he leaves it.
999 1001
1000See also the description of the connected field in the generic object field 1002See also the description of the I<connected> field in the generic object field
1001section. 1003section.
1002 1004
1003=back 1005=back
1004 1006
1005=head3 FLESH - type 72 - Organs and body parts 1007=head3 B<FLESH> - type 72 - Organs and body parts
1006 1008
1007See FOOD description. 1009See B<FOOD> description.
1008 1010
1009=head3 MISC_OBJECT - type 79 - Misc. objects 1011=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1010 1012
1011A type for any object that has no special behaviour. 1013A type for any object that has no special behaviour.
1012 1014
1013=head3 LAMP - type 82 - A lamp 1015=head3 B<LAMP> - type 82 - A lamp
1014 1016
1015This object makes light. 1017This object makes light.
1016 1018
1017=head3 DUPLICATOR - type 83 - Duplicators or: Multiplicators 1019=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1018 1020
1019This type of objects multiplies objects that are above it when it is activated. 1021This type of objects multiplies objects that are above it when it is activated.
1020You can even multiply by 0, which will destroy the object. 1022You can even multiply by 0, which will destroy the object.
1021 1023
1022=over 4 1024=over 4
1023 1025
1024=item level <number> 1026=item I<level> <number>
1025 1027
1026The multiplicator, if set to 0 or lower it will destroy the objects above it. 1028The multiplicator, if set to 0 or lower it will destroy the objects above it.
1027 1029
1028=item other_arch <string> 1030=item I<other_arch> <string>
1029 1031
1030The archetype name of the objects that should be multiplied. 1032The archetype name of the objects that should be multiplied.
1031 1033
1032=item connected <number> 1034=item I<connected> <number>
1033 1035
1034See generic object field section. 1036See generic object field description.
1035 1037
1036=back 1038=back
1037 1039
1038=head3 HOLE - type 94 - Holes 1040=head3 B<HOLE> - type 94 - Holes
1039 1041
1040Holes are holes in the ground where objects can fall through. When the hole 1042B<HOLE>s are holes in the ground where objects can fall through. When the hole
1041opens and/or is completly open all objects above it fall through (more 1043opens and/or is completly open all objects above it fall through (more
1042precisely: if their head is above the hole). 1044precisely: if their head is above the hole).
1043 1045
1044When the HOLE is activated it's speed is set to 0.5. 1046When the B<HOLE> is activated it's speed is set to 0.5.
1045 1047
1046Trapdoors can only transfer the one who falls through to other coordinates 1048These holes can only transfer the one who falls through to other coordinates
1047on the B<same> map. 1049on the same map.
1048 1050
1049=over 4 1051=over 4
1050 1052
1051=item maxsp (0|1) 1053=item I<maxsp> (0|1)
1052 1054
1053This field negates the state of the connection: When maxsp is 1 the pit will 1055This field negates the state of the connection: When maxsp is 1 the pit will
1054open/close when the connection is deactivated. Otherwise it will open/close 1056open/close when the connection is deactivated. Otherwise it will open/close
1055when the connection is activated. This field only has effect when the 1057when the connection is activated. This field only has effect when the
1056connection is triggered. So if you put a closed hole on a map, and the 1058connection is triggered. So if you put a closed hole on a map, and the
1057connection is deactivated, and maxsp is 1 the hole will remain closed until the 1059connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1058connection was triggered once. 1060connection was triggered once.
1059 1061
1060=item connected <connection id> 1062=item I<connected> <connection id>
1061 1063
1062This is the connection id, which lets the hole opening or closing when 1064This is the connection id, which lets the hole opening or closing when
1063activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1065activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1064at which connection state the object is activated. 1066at which connection state the object is activated.
1065 1067
1066For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1068For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1067the connection is released. 1069the connection is released.
1068 1070
1069=item wc <number> (internal) 1071=item I<wc> <number> (internal)
1070 1072
1071This is an internal flag. If it is greater than 0 it means that the hole is not 1073This is an internal field. If it is greater than 0 it means that the hole is not
1072yet fully open. More preciesly: this field is the animation-step and if it is 1074yet fully open. More preciesly: this field is the animation-step and if it is
1073set to the 'closed' step of the animation the hole is closed and if it is on 1075set to the 'closed' step of the animation the hole is closed and if it is on
1074the 'open' animation step (wc = 0), the hole is open. 1076the 'open' animation step (I<wc> = 0), the hole is open.
1075 1077
1076=item sp <number> 1078=item I<sp> <number>
1077 1079
1078The destination y coordinates on the same map. 1080The destination y coordinates on the same map.
1079 1081
1080=item hp <number> 1082=item I<hp> <number>
1081 1083
1082The destination x coordinates on the same map. 1084The destination x coordinates on the same map.
1083 1085
1084=back 1086=back
1085 1087
1086=head3 POISONING - type 105 - The poisoning of players and monsters 1088=head3 B<POISONING> - type 105 - The poisoning of players and monsters
1087 1089
1088This type is doing the actual damage to the ones who were attacked 1090This type is doing the actual damage to the ones who were attacked
1089via AT_POISON (or drank POISON). 1091via AT_POISON (or drank B<POISON>).
1090 1092
1091The duration is handled via the FLAG_IS_USED_UP mechanism (please look 1093The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1092there for details). 1094there for details).
1093 1095
1094=over 4 1096=over 4
1095 1097
1096=item dam <number> 1098=item I<dam> <number>
1097 1099
1098Each time the poisoning is processed (which is determined by the speed and speed_left 1100Each time the poisoning is proccessed (which is determined by the I<speed> and
1099fields, see the general object fields above) it hits the player with 1101I<speed_left> fields, see the general object fields description above) it hits
1100<number> damage and the AT_INTERNAL attacktype (means: it will simply 1102the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1101hit the player with no strings attached). 1103simply hit the player with no strings attached).
1102 1104
1103=item food <number> 1105=item I<food> <number>
1104 1106
1105Just a note: The posion is removed when food == 1 and not when 1107Just a note: The posioning is removed if I<food> == 1 and not if
1106the whole duration is up, because the POISONING code has to remove 1108the whole I<duration> is up, because the B<POISONING> code has to remove
1107the poison-effects from the player before the FLAG_IS_USED_UP mechanism 1109the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1108deletes the POISONING object. 1110deletes the B<POISONING> object.
1109 1111
1110=back 1112=back
1111 1113
1112=head3 FORCE - type 114 - Forces 1114=head3 B<FORCE> - type 114 - Forces
1113 1115
1114Forces are a very 'thin' type. They don't have much behaviour other than 1116Forces are a very 'thin' type. They don't have much behaviour other than
1115disappearing after a time and/or affecting the player if they are in his 1117disappearing after a time and/or affecting the player if they are in his
1116inventory. 1118inventory.
1117 1119
1118Forces only take effect on the player if they have set FLAG_APPLIED. 1120Forces only take effect on the player if they have FLAG_APPLIED set.
1119 1121
1120Whether the duration field is processed or not a tick is controlled via the 1122Whether the I<duration> field is processed or not per tick is controlled by the
1121speed and speed_left field. Look above in the generic object field description. 1123I<speed> and I<speed_left> fields. Look above in the generic object field description.
1122 1124
1123NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field 1125NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1124like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches 1126interpreter like described in the description of the FLAG_IS_USED_UP flag.
11250 before duration and FLAG_APPLIED is set, the force will last for 'duration'. 1127BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1126If the FLAG_APPLIED is not set the force is removed when food reaches 0. 1128will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1127Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. 1129removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1130have good semantics on forces, try to avoid it.
1128 1131
1129=over 4 1132=over 4
1130 1133
1131=item duration 1134=item I<duration>
1132 1135
1133While this field is greater than 0 the force/object is not destroyed. It is 1136While this field is greater than 0 the force/object is not destroyed. It is
1134decreased each tick by 1. 1137decreased each tick by 1.
1135 1138
1136If it reaches 0 the force/object is destroyed. 1139If it reaches 0 the force/object is destroyed.
1139FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1142FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1140what happens then. 1143what happens then.
1141 1144
1142=back 1145=back
1143 1146
1144=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1147=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1145 1148
1146This object is generated by the POTION code when the potion is a resistance 1149This object is generated by the B<POTION> code when the potion is a resistance
1147giving potion. It has mainly the same behaviour as a FORCE. 1150giving potion. It has mainly the same behaviour as a B<FORCE>.
1148 1151
1149The specialty of the potion effect is that the resistancy it gives is absolute, 1152The specialty of the potion effect is that the resistancy it gives is absolute,
1150so if you drin a resistancy potion of fire+60 you will get 60% resistancy to 1153so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1151fire. 1154fire.
1152 1155
1153Multiple potion effects only give you the maximum of their resistancy. 1156Multiple potion effects only give you the maximum of their resistancy.

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines