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Revision 1.28 by root, Sun Oct 5 14:16:13 2008 UTC

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
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
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).
117
109=item speed <number> 118=item I<speed> <number>
110 119
111If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 120If 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!). 121on the active object list and will be processed each tick (see also speed_left!).
113 122
114If the speed field drops below the MIN_ACTIVE_SPEED the object is removed 123If 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. 124from the active object list and it won't experience any processing per tick.
116 125
117=item speed_left <number> 126=item I<speed_left> <number>
118 127
119If this field is greater than 0 and the object is on the 128If this field is greater than 0 and the object is on the
120active list (mostly means it's speed is also greater than 0): 129active list (mostly means it's speed is also greater than 0):
121 130
122 - speed_left is decreased by 1 131 - speed_left is decreased by 1
123 - and this object is processed and experiences a server tick. 132 - and this object is processed and experiences a server tick.
124 133
125If the object is on the active list and speed_left is lower or 134If 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 135equal to 0 the absolute value of the I<speed> is added to I<speed_left>
127on the end of the tick. 136on the end of the tick.
128 137
129This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) 138This 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 139the more seldom the object is processed. And the higher I<speed> is
131the more often the object is processed. 140the more often the object is processed.
132 141
133=item connected <number> 142=item I<connected> <number>
134 143
135When this field is set the object will be linked to a connection with the 144When 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 145id <number>. What happens when the connection is 'activated' depends on the
137type of the object. 146type of the object.
138 147
139When FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control 148FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
140when to activate the object, see description of these below for further details. 149when to activate the object, see description of these below for further details.
141 150
142=item no_drop (0|1) 151=item I<no_drop> (0|1)
143 152
144Sets the flag FLAG_NO_DROP. 153Sets the flag FLAG_NO_DROP.
145See Flags section below. 154See Flags section below.
146 155
147=item applied (0|1) 156=item I<applied> (0|1)
148 157
149Sets the flag FLAG_APPLIED. 158Sets the flag FLAG_APPLIED.
150See Flags section below. 159See Flags section below.
151 160
152=item is_used_up (0|1) 161=item I<is_used_up> (0|1)
153 162
154Sets the flag FLAG_IS_USED_UP. 163Sets the flag FLAG_IS_USED_UP.
155See Flags section below. 164See Flags section below.
156 165
157=item changing (0|1) 166=item I<changing> (0|1)
158 167
159Sets the flag FLAG_CHANGING. 168Sets the flag FLAG_CHANGING.
160See Flags section below. 169See Flags section below.
161 170
162=item auto_apply (0|1) 171=item I<auto_apply> (0|1)
163 172
164Sets the flag FLAG_AUTO_APPLY. 173Sets the flag FLAG_AUTO_APPLY.
165See Flags section below. 174See Flags section below.
166 175
167=item no_steal (0|1) 176=item I<no_steal> (0|1)
168 177
169Sets the flag FLAG_NO_STEAL. 178Sets the flag FLAG_NO_STEAL.
170See Flags section below. 179See Flags section below.
171 180
172=item reflecting (0|1) 181=item I<reflecting> (0|1)
173 182
174Sets the flag FLAG_REFLECTING. 183Sets the flag FLAG_REFLECTING.
175See Flags section below. 184See Flags section below.
176 185
177=item reflect_spell (0|1) 186=item I<reflect_spell> (0|1)
178 187
179Sets the flag FLAG_REFL_SPELL. 188Sets the flag FLAG_REFL_SPELL.
180See Flags section below. 189See Flags section below.
181 190
182=item no_skill_ident (0|1) 191=item I<no_skill_ident> (0|1)
183 192
184Sets the flag FLAG_NO_SKILL_IDENT. 193Sets the flag FLAG_NO_SKILL_IDENT.
185See Flags section below. 194See Flags section below.
186 195
187=item activate_on_push (0|1) (default: 1) 196=item I<activate_on_push> (0|1) (default: 1)
188 197
189Sets the flag FLAG_ACTIVATE_ON_PUSH. 198Sets the flag FLAG_ACTIVATE_ON_PUSH.
190See Flags section below. 199See Flags section below.
191 200
192=item activate_on_release (0|1) (default: 1) 201=item I<activate_on_release> (0|1) (default: 1)
193 202
194Sets the flag FLAG_ACTIVATE_ON_RELEASE. 203Sets the flag FLAG_ACTIVATE_ON_RELEASE.
195See Flags section below. 204See Flags section below.
196 205
206=item I<is_lightable> (0|1)
207
208Sets the flag FLAG_IS_LIGHTABLE.
209See Flags section below.
210
197=item editable (more than deprecated) 211=item I<editable> (more than deprecated)
198 212
199This field had a special meaning for crossedit, which used parts 213This field had a special meaning for crossedit, which used parts
200of the server code for editing. Wherever you see this field being 214of 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 215set in an archetype ignore it and/or remove it. No code interprets this
202field anymore. 216field anymore.
217 231
218This flag mostly states whether this object has been 'applied' by the player. 232This 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 233For objects that are applied by the code or have this flag set in the archetype
220it mostly means 'this object is active'. 234it mostly means 'this object is active'.
221 235
222For example the player adjustments of the hp/sp/grace fields and inheritance 236For 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. 237of flags from objects in his inventory is toggled by this flag.
224 238
225=item FLAG_IS_USED_UP 239=item FLAG_IS_USED_UP
226 240
227This flag controls whether an object is 'used up'. If it is set the 'food' field 241This 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 242is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
229it is removed.
230 243
231If also the flag FLAG_APPLIED is set, the 'duration' field controls whether 244If 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 245this object is removed or not, see the B<FORCE> type below for the meaning
233of the duration field in this context. 246of the duration field in this context.
234 247
235If FLAG_APPLIED is not set the object is destroyed. 248If FLAG_APPLIED is not set the object is destroyed.
236 249
237=item FLAG_CHANGING 250=item FLAG_CHANGING
238 251
239If the 'state' field of the object is 0 the object will be processed periodically. 252If the I<state> field of the object is 0 the object will be processed periodically
240Otherwise it won't "change"; 253(if I<speed> is set). If the I<state> field is 1 it won't be processed.
254
255This flag indicates that the object is changing into a different object.
256The object has to have the I<other_arch> field set. The object the changing object
257changes into is derived from the archetype in I<other_arch>.
258
259When the object does not have FLAG_ALIVE set the I<food> field will be decremented
260each time the object is processed, and if I<food> reaches 0 one new object will be generated.
261
262When the object has FLAG_ALIVE set the I<food> field is the number of objects that
263will be generated.
264
265After the new object is created the I<hp> field from the old object is copied into
266the new one.
267
268When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied
269to the new object.
241 270
242=item FLAG_IS_A_TEMPLATE (internal use) 271=item FLAG_IS_A_TEMPLATE (internal use)
243 272
244This flag is set on the inventory of generators like CREATORs and CONVERTERs, 273This 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. 274or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
246 275
247=item FLAG_AUTO_APPLY 276=item FLAG_AUTO_APPLY
248 277
249This flag has currently only meaning for the TREASURE type, see below. 278This flag has currently only meaning for the B<TREASURE> type, see below.
250 279
251=item FLAG_ACTIVATE_ON_PUSH 280=item FLAG_ACTIVATE_ON_PUSH
252 281
253This flag has only meaning for objects that can be linked together 282This flag has only meaning for objects that can be linked together
254with the 'connected' field and controls wether the object should 283by the I<connected> field and controls wether the object should
255be activated when the connection is 'pushed' or it is 'released'. 284be activated when the connection is 'pushed' or it is 'released'.
256 285
257What 'pushed' and 'released' means depends on the object that 286What 'pushed' and 'released' means depends on the object that
258activates the connection. 287activates the connection.
259 288
260This flag is by default on. 289This flag is by default on.
261 290
262=item FLAG_ACTIVATE_ON_RELEASE 291=item FLAG_ACTIVATE_ON_RELEASE
263 292
264This flag has only meaning for objects that can be linked together 293This flag has only meaning for objects that can be linked together
265with the 'connected' field and controls wether the object should 294by the I<connected> field and controls wether the object should
266be activated when the connection is 'pushed' or it is 'released'. 295be activated when the connection is 'pushed' or it is 'released'.
267 296
268What 'pushed' and 'released' means depends on the object that 297What 'pushed' and 'released' means depends on the object that
269activates the connection. 298activates the connection.
270 299
271This flag is by default on. 300This flag is by default on.
272 301
273=item FLAG_NO_STEAL 302=item FLAG_NO_STEAL
274 303
275When this flag is set this object can't be stolen. The flag will be 304When this flag is set this object can't be stolen. The flag will be
276resetted once the object is placed on a map. 305reset once the object is placed on a map.
277 306
278When this flag is set on a monster it can defent attempts of stealing 307When this flag is set on a monster it can defend attempts at stealing
279(but in this context the flag is only used internally). 308(but in this context the flag is only used internally).
280 309
281=item FLAG_NO_SKILL_IDENT 310=item FLAG_NO_SKILL_IDENT
282 311
283This flag is mostly used internal and prevents unidentified objects 312This flag is mostly used internal and prevents unidentified objects
284(objects which don't have FLAG_IDENTIFIED set) being identified by 313(objects which don't have FLAG_IDENTIFIED set) being identified
285skills. 314multiple times by skills.
286 315
287This flag is used to mark objects to never being identified by a skill 316This flag is used to mark objects which were unsuccessfully identified by a
288once a player failed to identify an object. So that multiple tries 317players skill. So that multiple tries of identifying aren't more effective than
289of identifying aren't more effective than one. 318one.
290 319
291=item FLAG_REFLECTING 320=item FLAG_REFLECTING
292 321
293This flag is used by spell effects (eg. SP_BOLT), THROWN_OBJ and ARROW 322This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
294to indicate whether this object reflects off walls. 323to indicate whether this object reflects off walls.
295 324
296=item FLAG_REFL_SPELL 325=item FLAG_REFL_SPELL
297 326
298This flag indicates whether something reflects spells, like spell reflecting 327This flag indicates whether something reflects spells, like spell reflecting
299amuletts. 328amuletts.
300 329
330=item FLAG_IS_LIGHTABLE
331
332This flag indicates whether a B<LIGHTER> can light this object. See also the
333description of the B<LIGHTER> type. How easy you can light an item depends
334partially on the material of the object.
335
301=back 336=back
302 337
303=head2 Description of type specific fields and behaviour 338=head2 Description of type specific fields and behaviour
304 339
305The beginning of the headers of the following subsection 340The beginning of the headers of the following subsection
306are the server internal names for the objects types, see include/define.h. 341are the server internal names for the objects types, see include/define.h.
307 342
308=head3 TRANSPORT - type 2 - Player transports 343=head3 B<TRANSPORT> - type 2 - Player transports
309 344
310This type is implemented by the transport extension and has currently no special 345This type is implemented by the transport extension and has currently no special
311fields that affect it. 346fields that affect it.
312 347
313=head3 ROD - type 3 - Rods that fire spells 348=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
314 349
315Rods contain spells and can be fired by a player. 350Rods contain spells and can be fired by a player.
316 351
317=over 4 352=over 4
318 353
319=item level <number> 354=item I<level> <number>
320 355
321This field is used for calculating the spell level that can be fired 356This 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. 357with 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 358The 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 359the 'use magic item' skill level of the player and 1/10 of the level of the
325rod is added as bonus. 360rod is added as bonus.
326 361
327=item hp <number> 362=item I<hp> <number>
328 363
329The amount of spellpoints this rod has left. 364The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
365maxhp/10> per tick.
330 366
331=item maxhp <number> 367=item I<maxhp> <number>
332 368
333The maximum amount of spellpoints this rod has. 369The maximum amount of spellpoints this rod has.
334 370
335=item skill <skill name> 371=item I<skill> <skill name>
336 372
337This field determines which skill you need to apply this object. 373This field determines which skill you need to apply this object.
338 374
339=back 375=back
340 376
341=head3 TREASURE - type 4 - Treasures 377=head3 B<TREASURE> - type 4 - Treasures
342 378
343This type of objects are for random treasure generation in maps. 379This 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 380If this object is applied by a player it will replace itself with it's
345inventory. If it is automatically applied 381inventory. If it is automatically applied
346generate a treasure and replace itself with the generated treasure. 382generate a treasure and replace itself with the generated treasure.
348Chests are also of this type, their treasures are generated by 384Chests are also of this type, their treasures are generated by
349the auto apply code on map instantiation. 385the auto apply code on map instantiation.
350 386
351=over 4 387=over 4
352 388
353=item hp <number> 389=item I<hp> <number>
354 390
355The number of treasures to generate. 391The number of treasures to generate.
356 392
357=item exp <level> 393=item I<exp> <level>
358 394
359If FLAG_AUTO_APPLY is not set the exp field has no further meaning 395If 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, 396and the difficulty for the treasurecode only depends on the maps difficulty,
361otherwise the exp field has the following meaning: 397otherwise the exp field has the following meaning:
362 398
365worth a treasure is or what bonuses it is given by the treasure code. 401worth a treasure is or what bonuses it is given by the treasure code.
366 402
367If this field is not set or 0 the difficulty of the map is passed to the treasure 403If this field is not set or 0 the difficulty of the map is passed to the treasure
368generation code. 404generation code.
369 405
370=item randomitems <treasurelist> 406=item I<randomitems> <treasurelist>
371 407
372The treasurelist to use to generate the treasure which is put in the 408The treasurelist to use to generate the treasure which is put in the
373treasure objects inventory. 409treasure objects inventory.
374 410
375=back 411=back
376 412
377=head3 POTION - type 5 - Potions for drinking and other nastynesses 413=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
378 414
379These objects contain a spell and will emit it on apply, which most 415These objects contain a spell and will emit it on apply, which most
380of the time has the meaning of 'drinking'. 416of the time has the meaning of 'drinking'.
381 417
382If no resistancy field, stat field or attacktype is set and no spell 418If 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 423If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
388will yield an explosion and hurt the player. 424will yield an explosion and hurt the player.
389 425
390=over 4 426=over 4
391 427
392=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 428=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
393 429
394These stat fields determine how many stat points the player gets 430These stat fields determine how many stat points the player gets
395when he applies this potion. 431when he applies this potion.
396 432
397If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 433If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
398 434
399=item sp <number> 435=item I<sp> <number>
400 436
401If this field is set and the randomitems field is not set 437If this field is set and the randomitems field is not set
402the field is interpreted as spell number, please look the right 438the field is interpreted as spell number, please look the right
403number up in common/loader.C. 439number up in common/loader.C.
404 440
405If this field is set the randomitems field will be unset by the 441If this field is set the randomitems field will be unset by the
406map loading code. 442map loading code.
407 443
408=item attacktype <attacktype> 444=item I<attacktype> <attacktype>
409 445
410This field has some special meaning in potions, currently the 446This field has some special meaning in potions, currently the
411bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 447bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
412restoration potion or improvement potion. 448restoration potion or improvement potion.
413See include/attackinc.h for the bits of these types. 449See include/attackinc.h for the bits of these types.
418into him. 454into him.
419 455
420If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 456If 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. 457When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
422 458
423=item resist_<resistancy> <number> 459=item I<resist_RESISTANCY> <number>
424 460
425If this stat is set and no spell is in the potion the potion 461If this stat is set and no spell is in the potion the potion
426will create a force that give the player this specific resistancy. 462will create a force that give the player this specific resistancy.
427The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 463The 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 464and the potion will last 10 times longer than the default force archetype
429FORCE_NAME (at the moment of this writing spell/force.arc). 465FORCE_NAME (at the moment of this writing spell/force.arc).
430 466
431=item randomitems <treasurelist> 467=item I<randomitems> <treasurelist>
432 468
433The inventory/spell of the potion will be created by calling the treasure code 469The 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 470with the treasurelist specified here. (I guess it's highly undefined what
435happens if there is not a spell in the potions inventory). 471happens if there is not a spell in the potions inventory).
436 472
437=item on_use_yield <archetype> 473=item I<on_use_yield> <archetype>
438 474
439When this object is applied an instance of <archetype> will be created. 475When this object is applied an instance of <archetype> will be created.
440 476
441=item subtypes <potion subtype> 477=item I<subtypes> <potion subtype>
442 478
443see include/spells.h for possible potion subtypes, there are currently 4: 479see include/spells.h for possible potion subtypes, there are currently 4:
444 480
445=over 4 481=over 4
446 482
449Unused, default behaiour of a potion. 485Unused, default behaiour of a potion.
450 486
451=item POT_DUST 487=item POT_DUST
452 488
453This potion can be thrown to cast the spell that it has in it's inventory, 489This 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 490the behaviour is not defined if there is not a B<SPELL> in the inventory and the
455server will log an error. 491server will log an error.
456 492
457=item POT_FIGURINE 493=item POT_FIGURINE
458 494
459Unused, default behaiour of a potion. 495Unused, default behaiour of a potion.
464 500
465=back 501=back
466 502
467=back 503=back
468 504
469=head3 FOOD - type 6 - Eatable stuff 505=head3 B<FOOD> - type 6 - Eatable stuff
470 506
471This is for objects that are representing general eatables like 507This is for objects that are representing general eatables like
472beef or bread. 508beef or bread.
473 509
474The main difference between FOOD, FLESH and DRINK is that they 510The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
475give different messages. 511give different messages.
476 512
477The specialty of FLESH is that it inherits the resistancies of the 513The specialty of B<FLESH> is that it inherits the resistancies of the
478monsters it was generated in and will let dragons raise their resistancies 514monsters it was generated in and will let dragons raise their resistancies
479with that. If the monster has the POISON attacktype the FLESH 515with that. If the monster has the B<POISON> attacktype the B<FLESH>
480will change into POISON. 516will change into B<POISON>.
481 517
482If a player runs low on food he will grab for FOOD, DRINK and POISON 518If 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. 519and if he doesn't find any of that he will start eating B<FLESH>.
484 520
485=over 4 521=over 4
486 522
487=item title <string> 523=item I<title> <string>
488 524
489If the food has a title or is cursed it is considered 'special', which means that the 525If 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 526means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
491are interpreted and have further effects on the player. 527I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
528on the player.
492 529
493The higher the food field is the longer the improvement of the player lasts 530The higher the I<food> field is the longer the improvement of the player lasts
494(except for hp and sp). 531(except for I<hp> and I<sp>).
495 532
496=item food <number> 533=item I<food> <number>
497 534
498This is the amount of food points the player gets when he eats this. 535This is the amount of food points the player gets when he eats this.
499 536
500=item on_use_yield <archetype> 537=item I<on_use_yield> <archetype>
501 538
502When this object is applied an instance of <archetype> will be created. 539When this object is applied an instance of <archetype> will be created.
503 540
504=back 541=back
505 542
506=head3 POISON - type 7 - Poisonous stuff 543=head3 B<POISON> - type 7 - Poisonous stuff
507 544
508This type is for objects that can poison the player when drinking. 545This 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 546When applied it will hit the attacked with AT_POISON and will create
510a POISONING object in the one who was hit. 547a B<POISONING> object in the one who was hit.
511 548
512=over 4 549=over 4
513 550
514=item level <number> 551=item I<level> <number>
515 552
516This field affects the propability of poisoning. The higher the level difference 553This field affects the probability of poisoning. The higher the level difference
517between the one who is hit and the poision the mose propable it is the attacked 554between the one who is hit and the poision the more probable it is the attacked
518one will be poisoned. 555one will be poisoned.
519 556
520=item slaying <race> 557=item I<slaying> <race>
521 558
522On poison this field has the usual meaning of 'slaying', when the 559This field has the usual meaning of 'slaying', when the
523ones race matches the slaying field the damage done by the poison 560poisoned's race matches the I<slaying> field the damage done by the poison
524is multiplied by 3. 561is multiplied by 3.
525 562
526=item hp <number> 563=item I<hp> <number>
527 564
528This is the amount of damage the player will receive from applying this. The 565This 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 566attacktype 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 567determine 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 568created 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 569get the damage from this field (which is maybe adjusted by slaying or the
533resistancies). 570resistancies).
534 571
535=item food <number> 572=item I<food> <number>
536 573
5371/4 of <number> will be drained from the players food. 5741/4 of <number> will be drained from the players I<food>.
538 575
539=item on_use_yield <archetype> 576=item I<on_use_yield> <archetype>
540 577
541When this object is applied an instance of <archetype> will be created. 578When this object is applied an instance of <archetype> will be created.
542 579
543=back 580=back
544 581
545=head3 BOOK - type 8 - Readable books 582=head3 B<BOOK> - type 8 - Readable books
546 583
547This type is basically for representing text books in the game. 584This type is basically for representing text books in the game.
548 585
549Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). 586Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
550 587
551=over 4 588=over 4
552 589
553=item msg <text> 590=item I<msg> <text>
554 591
555This is the contents of the book. When this field is unset 592This is the contents of the book. When this field is unset
556at treasure generation a random text will be inserted. 593at treasure generation a random text will be inserted.
557 594
558=item skill <skill name> 595=item I<skill> <skill name>
559 596
560The skill required to read this book. (The most resonable 597The skill required to read this book. (The most resonable
561skill would be literacy). 598skill would be literacy).
562 599
563=item exp <number> 600=item I<exp> <number>
564 601
565The experience points the player get for reading this book. 602The experience points the player get for reading this book.
566 603
567=item subtype <readable subtype> 604=item I<subtype> <readable subtype>
568 605
569This field determines the type of the readable. 606This field determines the type of the readable.
570Please see common/readable.C in the readable_message_types table. 607Please see common/readable.C in the readable_message_types table.
571 608
572=back 609=back
573 610
574=head3 CLOCK - type 9 - Clocks 611=head3 B<CLOCK> - type 9 - Clocks
575 612
576This type of objects just display the time when being applied. 613This type of objects just display the time when being applied.
577 614
578=head3 LIGHTNING - type 12 - Lightnings (DEPRECATED, see SPELL_EFFECT subtype SP_BOLT) 615=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
579 616
580This is a spell effect of a moving bolt. It moves straigt forward 617This is a spell effect of a moving bolt. It moves straigt forward
581through the map until something blocks it. 618through the map until something blocks it.
582If FLAG_REFLECTING is set it even reflects on walls. 619If FLAG_REFLECTING is set it even reflects on walls.
583 620
584FLAG_IS_TURNABLE should be set on these objects. 621FLAG_IS_TURNABLE should be set on these objects.
585 622
586=over 4 623=over 4
587 624
588=item move_type <movetype> 625=item I<move_type> <movetype>
589 626
590This field affects the move type with which the lightning moves through 627This field affects the move type with which the lightning moves through
591the map and which map cells will reflect or block it. 628the map and which map cells will reflect or block it.
592 629
593=item attacktype <attacktype> 630=item I<attacktype> <attacktype>
594 631
595The attacktype with which it hits the objects on the map. 632The attacktype with which it hits the objects on the map.
596 633
597=item dam <number> 634=item I<dam> <number>
598 635
599The damage this bolt inflicts when it hits objects on the map. 636The damage this bolt inflicts when it hits objects on the map.
600 637
601=item Dex <number> 638=item I<Dex> <number>
602 639
603This is the fork percentage, it is reduced by 10 per fork. 640This is the fork percentage, it is reduced by 10 per fork.
604And the damage is halved on each fork. 641And the I<dam> field is halved on each fork.
605 642
606=item Con <number> 643=item I<Con> (internal)
607 644
608This value is a percentage of which the forking lightning 645This value is a percentage of which the forking lightning
609is deflected to the left. This value should be mostly used internally. 646is deflected to the left. This value should be mostly used internally.
610 647
611=item duration <number> 648=item I<duration> <number>
612 649
613The duration the bolt stays on a map cell. This field is decreased each time 650The 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 651the object is processed (see the meaning of I<speed> and I<speed_left> fields in
615the object general description). 652the generic object field description).
616 653
617=item range <number> 654=item I<range> <number>
618 655
619This is the range of the bolt, each space it advances this field is decreased. 656This is the range of the bolt, each space it advances this field is decreased.
620 657
621=back 658=back
622 659
623=head3 ARROW - type 13 - Arrows 660=head3 B<ARROW> - type 13 - Arrows
624 661
625This is the type for objects that represent projectiles like arrows. 662This is the type for objects that represent projectiles like arrows.
626The movement of THROWN_OBJs behave similar to this type. 663The movement of B<THROWN_OBJ>s behave similar to this type.
627 664
628Flying arrows are stopped either when they hit something blocking 665Flying arrows are stopped either when they hit something blocking
629(move_block) or something which is alive. 666(I<move_block>) or something which is alive.
630If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE 667If 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 668set, 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. 669damage with a small chance which is affected by the I<level> field of the arrow.
633 670
634If FLAG_REFLECTING is set on the arrow it will bounce off everything 671If FLAG_REFLECTING is set on the arrow it will bounce off everything
635that is not alive and blocks it's movement. 672that is not alive and blocks it's movement.
636 673
637When an arrow is being shot it's dam, wc, attacktype, slaying fields will 674When 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 675fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
639once the arrow has been stopped. 676the object, to restore them once the arrow has been stopped.
640 677
641=over 4 678=over 4
642 679
643=item dam <number> 680=item I<dam> <number>
644 681
645The amount of damage that is being done to the victim that gets hit. 682The 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 683This field is recomputed when the arrow is fired and will consist
647of the sum of a damage bonus (see description of the BOW type), 684of 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 685the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
649and the arrows magic field. 686and the arrows I<magic> field.
650 687
651=item wc <number> 688=item I<wc> <number>
652 689
653The weaponclass of the arrow, which has effect on the propability of hitting. 690The weapon class of the arrow, which has effect on the probability of hitting.
654 691
655It is recomputed when the arrow is being fired by this formula: 692It is recomputed when the arrow is being fired by this formula:
656 693
657 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) 694 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
658 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod 695 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
659 696
660When the arrow is not being shot by an player dex_bonus and thaco_bonus and the 697When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
661level is not added. 698level is not added.
662 699
663The wc_mod is dependend on the fire mode of the bow. For a more detailed 700wc_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. 701explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
665 702
666=item magic <number> 703=item I<magic> <number>
667 704
668This field is added to the damage of the arrow when it is shot and 705This 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. 706will also improve it's I<speed> by 1/5 of it's value.
670 707
671=item attacktype <attacktype> 708=item I<attacktype> <attacktype>
672 709
673Bitfield which decides the attacktype of the damage, see include/attackinc.h 710Bitfield which decides the attacktype of the damage, see include/attackinc.h
674On fireing the attacktype of the bow is added to the arrows attacktype. 711On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
675 712
676=item level <number> (interally used) 713=item I<level> <number> (interally used)
677 714
678The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE, 715The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
679see above in the ARROW description. 716see above in the B<ARROW> description.
680 717
681The level is set when the arrow is fired to either the skill level or the 718The I<level> is set when the arrow is fired to either the skill level or the
682shooters level. 719shooters level.
683 720
684=item speed <number> (internal) 721=item I<speed> <number> (internal)
685 722
686This field shouldn't be set directly in the archetype, the arrow will get it's 723This 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 724I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
688arrow will be stopped immediatly. 725arrow will be stopped immediatly.
689 726
690On fireing the speed of the arrow is computed of 1/5 of the 727On 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 728sum 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. 729of the bows I<dam> field is added to the I<speed> of the arrow.
693 730
694The minimum speed of an arrow is 1.0. 731The minimum I<speed> of an arrow is 1.0.
695 732
696While flying the arrows speed is decreased by 0.05 each time it's moved. 733While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
697 734
698If the speed is above 10.0 it goes straight through the creature it hits and 735If 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 736it'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 737stopped 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). 738put on it's map square (if it didn't break, see description of the I<food> field).
702 739
703=item weight <number> 740=item I<weight> <number>
704 741
705This field is the weight of the arrow, if the weight is below or equal 5000 (5 kg) 742This 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. 743the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
707 744
708=item food <number> 745=item I<food> <number>
709 746
710The breaking percentage. 100% means: breaks on usage for sure. 747The breaking percentage. 100 (%) means: breaks on usage for sure.
711 748
712=item inventory (internal) 749=item I<inventory> (internal)
713 750
714If the flying/moving object has something in it's inventory and it stops, it 751If 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, 752will 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 753which means: it will be calculated whether the arrow breaks and it will be
717reset for reuse. 754reset for reuse.
718 755
719=item slaying <string> 756=item I<slaying> <string>
720 757
721When the bow that fires this arrow has it's slaying field set it is copied 758When 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. 759to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
723 760
724=item move_type <movetype> (internally used) 761=item I<move_type> <movetype> (internally used)
725 762
726This field is set when the arrow is shot to MOVE_FLY_LOW. 763This field is set when the arrow is shot to MOVE_FLY_LOW.
727 764
728=item move_on <movetype> (internally used) 765=item I<move_on> <movetype> (internally used)
729 766
730This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK. 767This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
731 768
732=item race <string> 769=item I<race> <string>
733 770
734The race field is a unique key that assigns arrows, bows and quivers. When 771The 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 772shooting 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 773same 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). 774the containers (which are applied and have the same I<race> as the bow and the arrow).
738 775
739=back 776=back
740 777
741=head3 BOW - type 14 - Bows, those that fire ARROWs 778=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
742 779
743TODO, but take into account ARROW description above 780TODO, but take into account B<ARROW> description above!
744 781
745=head3 WEAPON - type 15 - Weapons 782=head3 B<WEAPON> - type 15 - Weapons
746 783
747This type is for general hack and slash weapons like swords, maces 784This type is for general hack and slash weapons like swords, maces
748and daggers and and .... 785and daggers and and ....
749 786
750=over 4 787=over 4
751 788
752=item weapontype <type id> 789=item I<weapontype> <type id>
753 790
754decides what attackmessages are generated, see include/define.h 791decides what attackmessages are generated, see include/define.h
755 792
756=item attacktype <bitmask> 793=item I<attacktype> <bitmask>
757 794
758bitfield which decides the attacktype of the damage, see include/attackinc.h 795bitfield which decides the attacktype of the damage, see include/attackinc.h
759 796
760=item dam <number> 797=item I<dam> <number>
761 798
762amount of damage being done with the attacktype 799amount of damage being done with the attacktype
763 800
764=item item_power <level> 801=item I<item_power> <level>
765 802
766the itempower of this weapon. 803the itempower of this weapon.
767 804
768=item name 805=item I<name>
769 806
770the name of the weapon. 807the name of the weapon.
771 808
772=item level (internal) 809=item I<level> (internal)
773 810
774The improvement state of the weapon. 811The improvement state of the weapon.
775If this field is greater than 0 the 'name' field starts with the 812If this field is greater than 0 the I<name> field starts with the
776characters name who improved this weapon. 813characters name who improved this weapon.
777 814
778=item last_eat (internal) 815=item I<last_eat> (internal)
779 816
780seems to be the amount of improvements of a weapon, 817This 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): 818the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
782 819
783 ((who->level / 5) + 5) >= op->last_eat 820 ((who->level / 5) + 5) >= op->last_eat
784 821
785=item last_sp 822=item I<last_sp>
786 823
787the weapon speed (see magic description) 824the weapon speed (see magic description)
788 825
789=item food <number> 826=item I<food> <number>
790 827
791addition to food regeneration of the player 828addition to food regeneration of the player
792 829
793=item hp <number> 830=item I<hp> <number>
794 831
795addition to health regeneration 832addition to health regeneration
796 833
797=item sp <number> 834=item I<sp> <number>
798 835
799addition to mana regeneration 836addition to mana regeneration
800 837
801=item grace <number> 838=item I<grace> <number>
802 839
803addititon to grace regeneration 840addititon to grace regeneration
804 841
805=item gen_sp_armour <number> 842=item I<gen_sp_armour> <number>
806 843
807the players gen_sp_armour field (which is per default 10) is added the <number> amount. 844the 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() 845<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
809is multiplied: gen_sp *= 10/<number> 846do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
810meaning: values > 10 of gen_sp_armour limits the amout of regenerated 847I<gen_sp_armour> limits the amout of regenerated spellpoints.
811spellpoints.
812 848
813generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 849Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
814sp regeneration. 850I<sp> regeneration.
815 851
816=item body_<body slot/part> 852=item I<body_BODYSLOT>
817 853
818the part of the body you need to use this weapon, possible values should be 854The part/slot of the body you need to use this weapon, possible values for
819looked up in common/item.C at body_locations. 855C<BODYSLOT> should be looked up in common/item.C at body_locations.
820 856
821=item resist_<resistnacy> <number> 857The value (in the range C<-7..7>) gives the number of those body slots
858used up by the item (if negative) or the number of body slots this object
859has (if positive, e.g. for monsters or players). The special value C<0>
860indicates that this object cannot equip items requiring these body slots.
861
862=item I<resist_RESISTANCY> <number>
822 863
823this is the factor with which the difference of the players resistancy and 100% 864this is the factor with which the difference of the players resistancy and 100%
824is multiplied, something like this: 865is multiplied, something like this:
825 866
826 additional_resistancy = (100 - current_resistanct) * (<number>/100) 867 additional_resistancy = (100 - current_resistancy) * (<number>/100)
827 868
828if <number> is negative it is added to the total vulnerabilities, 869if <number> is negative it is added to the total vulnerabilities,
829and later the total resistance is decided by: 870and later the total resistance is decided by:
830 871
831 'total resistance = total protections - total vulnerabilities' 872 'total resistance = total protections - total vulnerabilities'
832 873
833see also common/living.C:fix_player 874see also common/living.C:fix_player.
834 875
835=item patch_(attuned|repelled|denied) 876=item I<path_(attuned|repelled|denied)>
836 877
837this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 878this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
838for the pathes. 879for the pathes.
839 880
840=item luck <number> 881=item I<luck> <number>
841 882
842this luck is added to the players luck 883this luck is added to the players I<luck>
843 884
844=item move_type 885=item I<move_type>
845 886
846if the weapon has a move_type set the player inherits it's move_type 887if the weapon has a I<move_type> set the player inherits it's I<move_type>
847 888
848=item exp <number> 889=item I<exp> <number>
849 890
850the added_speed and bonus_speed of the player is raised by <number>/3. 891the added_speed and bonus_speed of the player is raised by <number>/3.
851if <number> < 0 then the added_speed is decreased by <number> 892if <number> < 0 then the added_speed is decreased by <number>
852 893
853=item weight 894=item I<weight>
854 895
855the weight of the weapon 896the weight of the weapon
856 897
857=item magic 898=item I<magic>
858 899
859the magic field affects the amounts of the following fields: 900the I<magic> field affects the amounts of the following fields:
860 901
861 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 902 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
862 903
863 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 904 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
864 905
865 - dam: the players dam is adjusted by: player->dam += (dam + magic) 906 - dam: the players dam is adjusted by: player->dam += (dam + magic)
866 907
867 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 908 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
868 (minium is 0) 909 (minium is 0)
869 910
870=item ac <number> 911=item I<ac> <number>
871 912
872the amount of ac points the player's ac is decreased when applying this object. 913the amount of ac points the player's I<ac> is decreased when applying this object.
873 914
874=item wc <number> 915=item I<wc> <number>
875 916
876the amount of wc points the player's wc is decreased when applying this object. 917the amount of wc points the player's I<wc> is decreased when applying this object.
877 918
878=back 919=back
879 920
880=head4 Player inherits following flags from weapons: 921=head4 Player inherits following flags from weapons:
881 922
886 FLAG_XRAYS 927 FLAG_XRAYS
887 FLAG_BLIND 928 FLAG_BLIND
888 FLAG_SEE_IN_DARK 929 FLAG_SEE_IN_DARK
889 FLAG_UNDEAD 930 FLAG_UNDEAD
890 931
891=head3 GRIMREAPER - type 28 - Grimreapers 932=head3 B<GRIMREAPER> - type 28 - Grimreapers
892 933
893These type are mostly used for monsters, they give the 934These type are mostly used for monsters, they give the
894monster the ability to dissapear after 10 hits with AT_DRAIN. 935monster the ability to dissapear after 10 hits with AT_DRAIN.
895 936
896=over 4 937=over 4
897 938
898=item value <number> 939=item I<value> <number>
899 940
900This field stores the hits the monster did yet. 941This field stores the hits the monster did yet.
901 942
902=back 943=back
903 944
904=head3 CREATOR - type 42 - Object creators 945=head3 B<CREATOR> - type 42 - Object creators
905 946
906Once a creator is activated by a connection it creates a number of objects 947Once 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 948(cloned from it's inventory or a new object derived from the archetype
908named in the other_arch slot). 949named in the other_arch slot).
909 950
910If FLAG_LIVESAFE is set the number of uses is unlimited. 951If FLAG_LIVESAFE is set the number of uses is unlimited.
911 952
912=over 4 953=over 4
913 954
914=item hp <number> 955=item I<hp> <number>
915 956
916If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can 957If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
917be used. 958be used.
918 959
919=item speed <number> 960=item I<speed> <number>
920 961
921If speed is set the creator will create an object periodically, 962If I<speed> is set the creator will create an object periodically,
922see speed and speed_left fields in general object field description 963see I<speed> and I<speed_left> fields in the general object field description
923for more details on how this period works. 964for more details.
924 965
925=item slaying <string> 966=item I<slaying> <string>
926 967
927If set the generated object's name and 968If set the generated object's name and title will be set to this.
928title will be set to this.
929 969
930=item other_arch <string> 970=item I<other_arch> <string>
931 971
932If the inventory of the creator is empty new objects 972If the inventory of the creator is empty new objects will be derived from the
933will be derived from the archetype named by <string>. 973archetype named by <string>.
934 974
935=item connected <number> 975=item I<connected> <number>
936 976
937See generic object field section. 977See generic object field description.
938 978
939=back 979=back
940 980
941=head3 DRINK - type 54 - Drinkable stuff 981=head3 B<DRINK> - type 54 - Drinkable stuff
942 982
943See FOOD description. 983See B<FOOD> description.
944 984
945=head3 CHECK_INV - type 64 - Inventory checkers 985=head3 B<CHECK_INV> - type 64 - Inventory checkers
946 986
947This object checks whether the player has a specific item in his 987This object checks whether the player has a specific item in his
948inventory when he moves above the inventory checker. If the player has 988inventory 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. 989the item (or not, which can be controlled with a flag) a connection will be triggered.
950 990
951If you set move_block you can deny players and monsters to reach the space where 991If 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. 992the inventory checker is on, see I<move_block> description below.
953 993
954The conditions specified by hp, slaying and race are concationated with OR. 994The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
955So matching one of those conditions is enough. 995So matching one of those conditions is enough.
956 996
957=over 4 997=over 4
958 998
959=item move_block <move type bitmask> 999=item I<move_block> <move type bitmask>
960 1000
961If you set this field to block a movetype the move code will block any moves 1001If 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 1002onto 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. 1003(or has - if I<last_sp> = 0) the item that the checker is searching for.
964 1004
965=item last_sp (0|1) 1005=item I<last_sp> (0|1)
966 1006
967If last_sp is 1 'having' the item that is being checked for will 1007If 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. 1008activate the connection or make the space with the checker non-blocking.
969If last_sp is 0 'not having' the item will activate the connection 1009If I<last_sp> is 0 'not having' the item will activate the connection
970or make the space with the checker non-blocking. 1010or make the space with the checker non-blocking.
971 1011
972=item last_heal (0|1) 1012=item I<last_heal> (0|1)
973 1013
974If last_heal is 1 the matching item will be removed if the inventory checker 1014If 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. 1015activates a connection and finds the item in the inventory.
976 1016
977(A inventory checker that blocks a space won't remove anything from inventories) 1017(A inventory checker that blocks a space won't remove anything from inventories)
978 1018
979=item hp <number> 1019=item I<hp> <number>
980 1020
981If this field is not 0 the inventory checker will search for an object 1021If this field is not 0 the inventory checker will search for an object
982with the type id <number>. 1022with the type id <number>.
983 1023
984=item slaying <string> 1024=item I<slaying> <string>
985 1025
986If this field is set the inventory checker will search for an object that 1026If 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). 1027has the same string in the I<slaying> field (for example a key string of a key).
988 1028
989=item race <string> 1029=item I<race> <string>
990 1030
991If this field is set the inventory checker will search for an object which 1031If this field is set the inventory checker will search for an object which
992has the archetype name that matches <string>. 1032has the archetype name that matches <string>.
993 1033
994=item connected <connection id> 1034=item I<connected> <connection id>
995 1035
996This is the connection that will be activated. The connection is 1036This is the connection that will be activated. The connection is
997'pushed' when someone enters the space with the inventory checker, 1037'pushed' when someone enters the space with the inventory checker,
998and it is 'released' when he leaves it. 1038and it is 'released' when he leaves it.
999 1039
1000See also the description of the connected field in the generic object field 1040See also the description of the I<connected> field in the generic object field
1001section. 1041section.
1002 1042
1003=back 1043=back
1004 1044
1045=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1046
1047speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1048changes.
1049
1050 (based on value that last_sp takes):
1051 0: 'furious' Makes all monsters aggressive
1052 1: 'angry' As above but pets are unaffected
1053 2: 'calm' Makes all monsters unaggressive
1054 3: 'sleep' Puts all monsters to sleep
1055 4: 'charm' Makes monster into a pet of person
1056 who triggers the square. This setting
1057 is not enabled for continous operation
1058 5: 'destroy mons' destroy any monsters on this space
1059 6: 'destroy pets' destroy friendly monsters on this space
1060
1005=head3 FLESH - type 72 - Organs and body parts 1061=head3 B<FLESH> - type 72 - Organs and body parts
1006 1062
1007See FOOD description. 1063See B<FOOD> description.
1008 1064
1009=head3 MISC_OBJECT - type 79 - Misc. objects 1065=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1010 1066
1011A type for any object that has no special behaviour. 1067A type for any object that has no special behaviour.
1012 1068
1013=head3 LAMP - type 82 - A lamp 1069=head3 B<LAMP> - type 82 - A lamp
1014 1070
1015This object makes light. 1071This object represents a lamp, that can be carried and switched
1072on and off and has a certain amount of fuel in it.
1016 1073
1074A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1075Each of them should point at the other one with it's I<other_arch> field.
1076
1077See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1078
1079If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off
1080with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE.
1081
1082=over 4
1083
1084=item I<glow_radius> <number>
1085
1086The radius of the light that the lamp emits, see also I<glow_radius> in the
1087generic object flags description.
1088
1089=item I<speed> <number>
1090
1091If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1092lamp burns it's fuel (I<food>).
1093
1094Setting FLAG_CHANGING makes only sense on the archetype which represents
1095the 'on' state of the lamp.
1096
1097See also the description of FLAG_CHANGING.
1098
1099Lamps which have no FLAG_CHANGING set would also make sense and represent
1100lamps that never burn up.
1101
1102=item I<other_arch> <number>
1103
1104This is the field that points to the 'other' archetype which represents the
1105opposite state of the lamp. The newly from I<other_arch> derived object will
1106replace the current object and will get the value of I<food> of the replaced object.
1107
1108Rationale:
1109
1110When the lamp (on) is applied a new object is derived from the archetype
1111in I<other_arch> and the I<food> value is copied to it ('the fuel is
1112transferred'). The new lamp (off) object has to have a I<other_arch> field
1113which points to the archetype from which a lamp (on) can be derived.
1114
1115=item I<food> <number>
1116
1117This fields stands for the fuel of the lamp.
1118
1119=back
1120
1017=head3 DUPLICATOR - type 83 - Duplicators or: Multiplicators 1121=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1018 1122
1019This type of objects multiplies objects that are above it when it is activated. 1123This type of objects multiplies objects that are above it when it is activated.
1020You can even multiply by 0, which will destroy the object. 1124You can even multiply by 0, which will destroy the object.
1021 1125
1022=over 4 1126=over 4
1023 1127
1024=item level <number> 1128=item I<level> <number>
1025 1129
1026The multiplicator, if set to 0 or lower it will destroy the objects above it. 1130The multiplicator, if set to 0 or lower it will destroy the objects above it.
1027 1131
1028=item other_arch <string> 1132=item I<other_arch> <string>
1029 1133
1030The archetype name of the objects that should be multiplied. 1134The archetype name of the objects that should be multiplied.
1031 1135
1032=item connected <number> 1136=item I<connected> <number>
1033 1137
1034See generic object field section. 1138See generic object field description.
1035 1139
1036=back 1140=back
1037 1141
1038=head3 HOLE - type 94 - Holes 1142=head3 B<HOLE> - type 94 - Holes
1039 1143
1040Holes are holes in the ground where objects can fall through. When the hole 1144B<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 1145opens and/or is completly open all objects above it fall through (more
1042precisely: if their head is above the hole). 1146precisely: if their head is above the hole).
1043 1147
1044When the HOLE is activated it's speed is set to 0.5. 1148When the B<HOLE> is activated it's speed is set to 0.5.
1045 1149
1046Trapdoors can only transfer the one who falls through to other coordinates 1150These holes can only transfer the one who falls through to other coordinates
1047on the B<same> map. 1151on the same map.
1048 1152
1049=over 4 1153=over 4
1050 1154
1051=item maxsp (0|1) 1155=item I<maxsp> (0|1)
1052 1156
1053This field negates the state of the connection: When maxsp is 1 the pit will 1157This 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 1158open/close when the connection is deactivated. Otherwise it will open/close
1055when the connection is activated. This field only has effect when the 1159when 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 1160connection 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 1161connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1058connection was triggered once. 1162connection was triggered once.
1059 1163
1060=item connected <connection id> 1164=item I<connected> <connection id>
1061 1165
1062This is the connection id, which lets the hole opening or closing when 1166This 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 1167activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1064at which connection state the object is activated. 1168at which connection state the object is activated.
1065 1169
1066For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1170For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1067the connection is released. 1171the connection is released.
1068 1172
1069=item wc <number> (internal) 1173=item I<wc> <number> (internal)
1070 1174
1071This is an internal flag. If it is greater than 0 it means that the hole is not 1175This 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 1176yet 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 1177set 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. 1178the 'open' animation step (I<wc> = 0), the hole is open.
1075 1179
1076=item sp <number> 1180=item I<sp> <number>
1077 1181
1078The destination y coordinates on the same map. 1182The destination y coordinates on the same map.
1079 1183
1080=item hp <number> 1184=item I<hp> <number>
1081 1185
1082The destination x coordinates on the same map. 1186The destination x coordinates on the same map.
1083 1187
1084=back 1188=back
1085 1189
1086=head3 POISONING - type 105 - The poisoning of players and monsters 1190=head3 B<POISONING> - type 105 - The poisoning of players and monsters
1087 1191
1088This type is doing the actual damage to the ones who were attacked 1192This type is doing the actual damage to the ones who were attacked
1089via AT_POISON (or drank POISON). 1193via AT_POISON (or drank B<POISON>).
1090 1194
1091The duration is handled via the FLAG_IS_USED_UP mechanism (please look 1195The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1092there for details). 1196there for details).
1093 1197
1094=over 4 1198=over 4
1095 1199
1096=item dam <number> 1200=item I<dam> <number>
1097 1201
1098Each time the poisoning is processed (which is determined by the speed and speed_left 1202Each 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 1203I<speed_left> fields, see the general object fields description above) it hits
1100<number> damage and the AT_INTERNAL attacktype (means: it will simply 1204the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1101hit the player with no strings attached). 1205simply hit the player with no strings attached).
1102 1206
1103=item food <number> 1207=item I<food> <number>
1104 1208
1105Just a note: The posion is removed when food == 1 and not when 1209Just 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 1210the 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 1211the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1108deletes the POISONING object. 1212deletes the B<POISONING> object.
1109 1213
1110=back 1214=back
1111 1215
1112=head3 FORCE - type 114 - Forces 1216=head3 B<FORCE> - type 114 - Forces
1113 1217
1114Forces are a very 'thin' type. They don't have much behaviour other than 1218Forces 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 1219disappearing after a time and/or affecting the player if they are in his
1116inventory. 1220inventory.
1117 1221
1118Forces only take effect on the player if they have set FLAG_APPLIED. 1222Forces only take effect on the player if they have FLAG_APPLIED set.
1119 1223
1120Whether the duration field is processed or not a tick is controlled via the 1224Whether 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. 1225I<speed> and I<speed_left> fields. Look above in the generic object field description.
1122 1226
1123NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field 1227NOTE: 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 1228interpreter 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'. 1229BUT: 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. 1230will 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. 1231removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1232have good semantics on forces, try to avoid it.
1128 1233
1129=over 4 1234=over 4
1130 1235
1131=item duration 1236=item I<duration>
1132 1237
1133While this field is greater than 0 the force/object is not destroyed. It is 1238While this field is greater than 0 the force/object is not destroyed. It is
1134decreased each tick by 1. 1239decreased each tick by 1.
1135 1240
1136If it reaches 0 the force/object is destroyed. 1241If it reaches 0 the force/object is destroyed.
1139FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1244FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1140what happens then. 1245what happens then.
1141 1246
1142=back 1247=back
1143 1248
1144=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1249=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1145 1250
1146This object is generated by the POTION code when the potion is a resistance 1251This 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. 1252giving potion. It has mainly the same behaviour as a B<FORCE>.
1148 1253
1149The specialty of the potion effect is that the resistancy it gives is absolute, 1254The 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 1255so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1151fire. 1256fire.
1152 1257
1153Multiple potion effects only give you the maximum of their resistancy. 1258Multiple potion effects only give you the maximum of their resistancy.

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