1 | =head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION |
1 | =head1 DELIANTRA OBJECT AND INTERNALS DOCUMENTATION |
2 | |
2 | |
3 | Here is all information about the object types Crossfire+ |
3 | Here is all information about the object types Deliantra |
4 | supports at the moment. This is not a complete documentation (yet) |
4 | supports at the moment. This is not a complete documentation (yet) |
5 | and browsing the source is still recommended to learn about |
5 | and browsing the source is still recommended to learn about |
6 | the objects that aren't documented here. |
6 | the objects that aren't documented here. |
7 | |
7 | |
8 | This documentation is in a sketchy state. It's mostly |
8 | This documentation is in a sketchy state. It's mostly |
… | |
… | |
33 | This document does explain the behaviour of the objects and the meaning of |
33 | This document does explain the behaviour of the objects and the meaning of |
34 | their fields in the server engine, which are derived from archetypes. |
34 | their fields in the server engine, which are derived from archetypes. |
35 | |
35 | |
36 | This is an example of an archetype: |
36 | This is an example of an archetype: |
37 | |
37 | |
38 | Object button_trigger |
38 | object button_trigger |
39 | name button |
39 | name button |
40 | type 30 |
40 | type 30 |
41 | face button_sma.111 |
41 | face button_sma.x11 |
42 | anim |
42 | anim |
43 | button_sma.111 |
43 | button_sma.x11 |
44 | button_sma.112 |
44 | button_sma.x12 |
45 | mina |
45 | mina |
46 | is_animated 0 |
46 | is_animated 0 |
47 | exp 30 |
47 | exp 30 |
48 | no_pick 1 |
48 | no_pick 1 |
49 | walk_on 1 |
49 | walk_on 1 |
… | |
… | |
108 | For players this field reflects the duration of the invisibility |
108 | For players this field reflects the duration of the invisibility |
109 | and is decreased every tick by 1. |
109 | and is decreased every tick by 1. |
110 | |
110 | |
111 | For non-player objects this field is not changed by server ticks. |
111 | For non-player objects this field is not changed by server ticks. |
112 | |
112 | |
|
|
113 | =item I<glow_radius> <number> |
|
|
114 | |
|
|
115 | This field indicates how far an object glows. Default is a radius of 0 (no |
|
|
116 | glowing at all). Negative glow radii darken areas - currently, negative |
|
|
117 | glow radii are stronger than positive ones. |
|
|
118 | |
113 | =item I<speed> <number> |
119 | =item I<speed> <float> |
114 | |
120 | |
115 | If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed |
121 | If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed |
116 | on the active object list and will be processed each tick (see also speed_left!). |
122 | on the active object list and will be processed each tick (see also speed_left!). |
117 | |
123 | |
118 | If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed |
124 | If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed |
119 | from the active object list and it won't experience any processing per tick. |
125 | from the active object list and it won't experience any processing per tick. |
120 | |
126 | |
|
|
127 | Negative speed settings in archetypes and files cause a speed_left |
|
|
128 | randomisation on load or instantiatian, but for calculations, the absolute |
|
|
129 | value is used always. |
|
|
130 | |
121 | =item I<speed_left> <number> |
131 | =item I<speed_left> <float> |
122 | |
132 | |
123 | If this field is greater than 0 and the object is on the |
133 | If this field is greater than 0 and the object is on the |
124 | active list (mostly means it's speed is also greater than 0): |
134 | active list (mostly means it's speed is also greater than 0): |
125 | |
135 | |
126 | - speed_left is decreased by 1 |
136 | - speed_left is decreased by 1 |
… | |
… | |
132 | |
142 | |
133 | This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED) |
143 | This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED) |
134 | the more seldom the object is processed. And the higher I<speed> is |
144 | the more seldom the object is processed. And the higher I<speed> is |
135 | the more often the object is processed. |
145 | the more often the object is processed. |
136 | |
146 | |
137 | =item I<connected> <number> |
147 | =item I<connected> <identifier> |
138 | |
148 | |
139 | When this field is set the object will be linked to a connection with the |
149 | When this field is set the object will be linked to a connection with the |
140 | id <number>. What happens when the connection is 'activated' depends on the |
150 | same <identifier>. What happens when the connection is 'activated' depends on the |
141 | type of the object. |
151 | type of the object. |
142 | |
152 | |
143 | FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control |
153 | FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control |
144 | when to activate the object, see description of these below for further details. |
154 | when to activate the object, see description of these below for further details. |
145 | |
155 | |
… | |
… | |
194 | See Flags section below. |
204 | See Flags section below. |
195 | |
205 | |
196 | =item I<activate_on_release> (0|1) (default: 1) |
206 | =item I<activate_on_release> (0|1) (default: 1) |
197 | |
207 | |
198 | Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
208 | Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
|
|
209 | See Flags section below. |
|
|
210 | |
|
|
211 | =item I<is_lightable> (0|1) |
|
|
212 | |
|
|
213 | Sets the flag FLAG_IS_LIGHTABLE. |
199 | See Flags section below. |
214 | See Flags section below. |
200 | |
215 | |
201 | =item I<editable> (more than deprecated) |
216 | =item I<editable> (more than deprecated) |
202 | |
217 | |
203 | This field had a special meaning for crossedit, which used parts |
218 | This field had a special meaning for crossedit, which used parts |
… | |
… | |
238 | If FLAG_APPLIED is not set the object is destroyed. |
253 | If FLAG_APPLIED is not set the object is destroyed. |
239 | |
254 | |
240 | =item FLAG_CHANGING |
255 | =item FLAG_CHANGING |
241 | |
256 | |
242 | If the I<state> field of the object is 0 the object will be processed periodically |
257 | If the I<state> field of the object is 0 the object will be processed periodically |
243 | (if speed is set). If the I<state> field is 1 it won't be processed. |
258 | (if I<speed> is set). If the I<state> field is 1 it won't be processed. |
|
|
259 | |
|
|
260 | This flag indicates that the object is changing into a different object. |
|
|
261 | The object has to have the I<other_arch> field set. The object the changing object |
|
|
262 | changes into is derived from the archetype in I<other_arch>. |
|
|
263 | |
|
|
264 | When the object does not have FLAG_ALIVE set the I<food> field will be decremented |
|
|
265 | each time the object is processed, and if I<food> reaches 0 one new object will be generated. |
|
|
266 | |
|
|
267 | When the object has FLAG_ALIVE set the I<food> field is the number of objects that |
|
|
268 | will be generated. |
|
|
269 | |
|
|
270 | After the new object is created the I<hp> field from the old object is copied into |
|
|
271 | the new one. |
244 | |
272 | |
245 | =item FLAG_IS_A_TEMPLATE (internal use) |
273 | =item FLAG_IS_A_TEMPLATE (internal use) |
246 | |
274 | |
247 | This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s, |
275 | This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s, |
248 | or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
276 | or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
… | |
… | |
274 | This flag is by default on. |
302 | This flag is by default on. |
275 | |
303 | |
276 | =item FLAG_NO_STEAL |
304 | =item FLAG_NO_STEAL |
277 | |
305 | |
278 | When this flag is set this object can't be stolen. The flag will be |
306 | When this flag is set this object can't be stolen. The flag will be |
279 | resetted once the object is placed on a map. |
307 | reset once the object is placed on a map. |
280 | |
308 | |
281 | When this flag is set on a monster it can defent attempts of stealing |
309 | When this flag is set on a monster it can defend attempts at stealing |
282 | (but in this context the flag is only used internally). |
310 | (but in this context the flag is only used internally). |
283 | |
311 | |
284 | =item FLAG_NO_SKILL_IDENT |
312 | =item FLAG_NO_SKILL_IDENT |
285 | |
313 | |
286 | This flag is mostly used internal and prevents unidentified objects |
314 | This flag is mostly used internal and prevents unidentified objects |
… | |
… | |
299 | =item FLAG_REFL_SPELL |
327 | =item FLAG_REFL_SPELL |
300 | |
328 | |
301 | This flag indicates whether something reflects spells, like spell reflecting |
329 | This flag indicates whether something reflects spells, like spell reflecting |
302 | amuletts. |
330 | amuletts. |
303 | |
331 | |
|
|
332 | =item FLAG_IS_LIGHTABLE |
|
|
333 | |
|
|
334 | This flag indicates whether a B<LIGHTER> can light this object. See also the |
|
|
335 | description of the B<LIGHTER> type. How easy you can light an item depends |
|
|
336 | partially on the material of the object. |
|
|
337 | |
|
|
338 | =item FLAG_MONSTER |
|
|
339 | |
|
|
340 | Enables NPC behaviour in general (both monster AI and friendly AI). Numerous fields |
|
|
341 | change their meaning, including: |
|
|
342 | |
|
|
343 | =over 4 |
|
|
344 | |
|
|
345 | =item I<wis> |
|
|
346 | |
|
|
347 | Governs the "wake-up radius" - the radius within a monster detects an enemy. |
|
|
348 | |
|
|
349 | Also, I<wis> governs pathfinding intelligence: 8 and up means the monster |
|
|
350 | will partake in basic smell finding. 10 and up additionally spreads smell |
|
|
351 | knowledge, and 15 and up additionally will try to perturb the path as to |
|
|
352 | find shortcuts. |
|
|
353 | |
|
|
354 | =back |
|
|
355 | |
304 | =back |
356 | =back |
305 | |
357 | |
306 | =head2 Description of type specific fields and behaviour |
358 | =head2 Description of type specific fields and behaviour |
307 | |
359 | |
308 | The beginning of the headers of the following subsection |
360 | The beginning of the headers of the following subsection |
… | |
… | |
311 | =head3 B<TRANSPORT> - type 2 - Player transports |
363 | =head3 B<TRANSPORT> - type 2 - Player transports |
312 | |
364 | |
313 | This type is implemented by the transport extension and has currently no special |
365 | This type is implemented by the transport extension and has currently no special |
314 | fields that affect it. |
366 | fields that affect it. |
315 | |
367 | |
316 | =head3 B<ROD> - type 3 - Rods that fire spells |
368 | =head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells |
317 | |
369 | |
318 | Rods contain spells and can be fired by a player. |
370 | Rods contain spells and can be fired by a player. |
319 | |
371 | |
320 | =over 4 |
372 | =over 4 |
321 | |
373 | |
… | |
… | |
327 | the 'use magic item' skill level of the player and 1/10 of the level of the |
379 | the 'use magic item' skill level of the player and 1/10 of the level of the |
328 | rod is added as bonus. |
380 | rod is added as bonus. |
329 | |
381 | |
330 | =item I<hp> <number> |
382 | =item I<hp> <number> |
331 | |
383 | |
332 | The amount of spellpoints this rod has left. |
384 | The amount of spellpoints this rod has left. Recharges at a rate of C<1 + |
|
|
385 | maxhp/10> per tick. |
333 | |
386 | |
334 | =item I<maxhp> <number> |
387 | =item I<maxhp> <number> |
335 | |
388 | |
336 | The maximum amount of spellpoints this rod has. |
389 | The maximum amount of spellpoints this rod has. |
337 | |
390 | |
… | |
… | |
413 | This field has some special meaning in potions, currently the |
466 | This field has some special meaning in potions, currently the |
414 | bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
467 | bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
415 | restoration potion or improvement potion. |
468 | restoration potion or improvement potion. |
416 | See include/attackinc.h for the bits of these types. |
469 | See include/attackinc.h for the bits of these types. |
417 | |
470 | |
418 | If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION |
471 | If AT_DEPLETE is set the player will be restored and the "depletion" |
419 | will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED |
472 | will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED |
420 | set the player will be drained a random stat by inserting an ARCH_DEPLETION |
473 | set the player will be drained a random stat by inserting an "depletion" |
421 | into him. |
474 | into him. |
422 | |
475 | |
423 | If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. |
476 | If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. |
424 | When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. |
477 | When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. |
425 | |
478 | |
… | |
… | |
467 | |
520 | |
468 | =back |
521 | =back |
469 | |
522 | |
470 | =back |
523 | =back |
471 | |
524 | |
472 | =head3 B<FOOD> - type 6 - Eatable stuff |
525 | =head3 B<FOOD> - type 6 - Edible stuff |
473 | |
526 | |
474 | This is for objects that are representing general eatables like |
527 | This is for objects that are representing general eatables like |
475 | beef or bread. |
528 | beef or bread. |
476 | |
529 | |
477 | The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they |
530 | The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they |
… | |
… | |
515 | |
568 | |
516 | =over 4 |
569 | =over 4 |
517 | |
570 | |
518 | =item I<level> <number> |
571 | =item I<level> <number> |
519 | |
572 | |
520 | This field affects the propability of poisoning. The higher the level difference |
573 | This field affects the probability of poisoning. The higher the level difference |
521 | between the one who is hit and the poision the more propable it is the attacked |
574 | between the one who is hit and the poision the more probable it is the attacked |
522 | one will be poisoned. |
575 | one will be poisoned. |
523 | |
576 | |
524 | =item I<slaying> <race> |
577 | =item I<slaying> <race> |
525 | |
578 | |
526 | This field has the usual meaning of 'slaying', when the |
579 | This field has the usual meaning of 'slaying', when the |
… | |
… | |
652 | the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field |
705 | the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field |
653 | and the arrows I<magic> field. |
706 | and the arrows I<magic> field. |
654 | |
707 | |
655 | =item I<wc> <number> |
708 | =item I<wc> <number> |
656 | |
709 | |
657 | The weapon class of the arrow, which has effect on the propability of hitting. |
710 | The weapon class of the arrow, which has effect on the probability of hitting. |
658 | |
711 | |
659 | It is recomputed when the arrow is being fired by this formula: |
712 | It is recomputed when the arrow is being fired by this formula: |
660 | |
713 | |
661 | wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) |
714 | wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) |
662 | - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod |
715 | - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod |
… | |
… | |
677 | Bitfield which decides the attacktype of the damage, see include/attackinc.h |
730 | Bitfield which decides the attacktype of the damage, see include/attackinc.h |
678 | On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>. |
731 | On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>. |
679 | |
732 | |
680 | =item I<level> <number> (interally used) |
733 | =item I<level> <number> (interally used) |
681 | |
734 | |
682 | The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE, |
735 | The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE, |
683 | see above in the B<ARROW> description. |
736 | see above in the B<ARROW> description. |
684 | |
737 | |
685 | The I<level> is set when the arrow is fired to either the skill level or the |
738 | The I<level> is set when the arrow is fired to either the skill level or the |
686 | shooters level. |
739 | shooters level. |
687 | |
740 | |
… | |
… | |
698 | The minimum I<speed> of an arrow is 1.0. |
751 | The minimum I<speed> of an arrow is 1.0. |
699 | |
752 | |
700 | While flying the arrows I<speed> is decreased by 0.05 each time it's moved. |
753 | While flying the arrows I<speed> is decreased by 0.05 each time it's moved. |
701 | |
754 | |
702 | If the I<speed> is above 10.0 it goes straight through the creature it hits and |
755 | If the I<speed> is above 10.0 it goes straight through the creature it hits and |
703 | it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is |
756 | its I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is |
704 | stopped and either sticked into the victim (see I<weight> field description) or |
757 | stopped and either stuck into the victim (see I<weight> field description) or |
705 | put on it's map square (if it didn't break, see description of the I<food> field). |
758 | put on its map square (if it didn't break, see description of the I<food> field). |
706 | |
759 | |
707 | =item I<weight> <number> |
760 | =item I<weight> <number> |
708 | |
761 | |
709 | This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg) |
762 | This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg) |
710 | the arrow will stick in the victim it hits. Otherwise it will fall to the ground. |
763 | the arrow will stick in the victim it hits. Otherwise it will fall to the ground. |
… | |
… | |
816 | Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
869 | Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
817 | I<sp> regeneration. |
870 | I<sp> regeneration. |
818 | |
871 | |
819 | =item I<body_BODYSLOT> |
872 | =item I<body_BODYSLOT> |
820 | |
873 | |
821 | The part of the body you need to use this weapon, possible values should be |
874 | The part/slot of the body you need to use this weapon, possible values for |
822 | looked up in common/item.C at body_locations. |
875 | C<BODYSLOT> should be looked up in common/item.C at body_locations. |
823 | |
876 | |
|
|
877 | The value (in the range C<-7..7>) gives the number of those body slots |
|
|
878 | used up by the item (if negative) or the number of body slots this object |
|
|
879 | has (if positive, e.g. for monsters or players). The special value C<0> |
|
|
880 | indicates that this object cannot equip items requiring these body slots. |
|
|
881 | |
824 | =item I<resist_RESISTNACY> <number> |
882 | =item I<resist_RESISTANCY> <number> |
825 | |
883 | |
826 | this is the factor with which the difference of the players resistancy and 100% |
884 | this is the factor with which the difference of the players resistancy and 100% |
827 | is multiplied, something like this: |
885 | is multiplied, something like this: |
828 | |
886 | |
829 | additional_resistancy = (100 - current_resistanct) * (<number>/100) |
887 | additional_resistancy = (100 - current_resistancy) * (<number>/100) |
830 | |
888 | |
831 | if <number> is negative it is added to the total vulnerabilities, |
889 | if <number> is negative it is added to the total vulnerabilities, |
832 | and later the total resistance is decided by: |
890 | and later the total resistance is decided by: |
833 | |
891 | |
834 | 'total resistance = total protections - total vulnerabilities' |
892 | 'total resistance = total protections - total vulnerabilities' |
835 | |
893 | |
836 | see also common/living.C:fix_player |
894 | see also common/living.C:fix_player. |
837 | |
895 | |
838 | =item I<path_(attuned|repelled|denied)> |
896 | =item I<path_(attuned|repelled|denied)> |
839 | |
897 | |
840 | this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
898 | this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
841 | for the pathes. |
899 | for the pathes. |
… | |
… | |
917 | =item I<hp> <number> |
975 | =item I<hp> <number> |
918 | |
976 | |
919 | If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can |
977 | If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can |
920 | be used. |
978 | be used. |
921 | |
979 | |
922 | =item I<speed> <number> |
980 | =item I<speed> <float> |
923 | |
981 | |
924 | If I<speed> is set the creator will create an object periodically, |
982 | If I<speed> is set the creator will create an object periodically, |
925 | see I<speed> and I<speed_left> fields in the general object field description |
983 | see I<speed> and I<speed_left> fields in the general object field description |
926 | for more details. |
984 | for more details. |
927 | |
985 | |
… | |
… | |
932 | =item I<other_arch> <string> |
990 | =item I<other_arch> <string> |
933 | |
991 | |
934 | If the inventory of the creator is empty new objects will be derived from the |
992 | If the inventory of the creator is empty new objects will be derived from the |
935 | archetype named by <string>. |
993 | archetype named by <string>. |
936 | |
994 | |
937 | =item I<connected> <number> |
995 | =item I<connected> <identifier> |
938 | |
996 | |
939 | See generic object field description. |
997 | See generic object field description. |
|
|
998 | |
|
|
999 | =back |
|
|
1000 | |
|
|
1001 | =head3 B<SKILL> - type 43 - Skills |
|
|
1002 | |
|
|
1003 | This type is basically for representing skills in the game. |
|
|
1004 | |
|
|
1005 | =over 4 |
|
|
1006 | |
|
|
1007 | =item I<subtype> <skill number> |
|
|
1008 | |
|
|
1009 | =item I<weapontype> <type of tool> |
|
|
1010 | |
|
|
1011 | The type of weapon or ranged item compatible with this skill (For ranged |
|
|
1012 | and combat attacks). |
|
|
1013 | |
|
|
1014 | =item I<skill> <string> |
|
|
1015 | |
|
|
1016 | The skill identifier used by other items, usually the skill name |
|
|
1017 | |
|
|
1018 | =item I<level> <percentage> |
|
|
1019 | |
|
|
1020 | not used? |
|
|
1021 | |
|
|
1022 | =item I<exp> <number> |
|
|
1023 | |
|
|
1024 | Base amount of experience in a skill, for skills not starting at zero. |
|
|
1025 | |
|
|
1026 | =item I<expmul> <float> |
|
|
1027 | |
|
|
1028 | Experience is multiplied by this factor. |
940 | |
1029 | |
941 | =back |
1030 | =back |
942 | |
1031 | |
943 | =head3 B<DRINK> - type 54 - Drinkable stuff |
1032 | =head3 B<DRINK> - type 54 - Drinkable stuff |
944 | |
1033 | |
… | |
… | |
991 | =item I<race> <string> |
1080 | =item I<race> <string> |
992 | |
1081 | |
993 | If this field is set the inventory checker will search for an object which |
1082 | If this field is set the inventory checker will search for an object which |
994 | has the archetype name that matches <string>. |
1083 | has the archetype name that matches <string>. |
995 | |
1084 | |
996 | =item I<connected> <connection id> |
1085 | =item I<connected> <identifier> |
997 | |
1086 | |
998 | This is the connection that will be activated. The connection is |
1087 | This is the connection that will be activated. The connection is |
999 | 'pushed' when someone enters the space with the inventory checker, |
1088 | 'pushed' when someone enters the space with the inventory checker, |
1000 | and it is 'released' when he leaves it. |
1089 | and it is 'released' when he leaves it. |
1001 | |
1090 | |
1002 | See also the description of the I<connected> field in the generic object field |
1091 | See also the description of the I<connected> field in the generic object |
1003 | section. |
1092 | field section. |
1004 | |
1093 | |
1005 | =back |
1094 | =back |
|
|
1095 | |
|
|
1096 | =head3 B<MOOD_FLOOR> - type 65 - change mood of monsters |
|
|
1097 | |
|
|
1098 | speed == 0 for triggered mood changes, speed != 0 for non-triggered mood |
|
|
1099 | changes. |
|
|
1100 | |
|
|
1101 | (based on value that last_sp takes): |
|
|
1102 | 0: 'furious' Makes all monsters aggressive |
|
|
1103 | 1: 'angry' As above but pets are unaffected |
|
|
1104 | 2: 'calm' Makes all monsters unaggressive |
|
|
1105 | 3: 'sleep' Puts all monsters to sleep |
|
|
1106 | 4: 'charm' Makes monster into a pet of person |
|
|
1107 | who triggers the square. This setting |
|
|
1108 | is not enabled for continous operation |
|
|
1109 | 5: 'destroy mons' destroy any monsters on this space |
|
|
1110 | 6: 'destroy pets' destroy friendly monsters on this space |
1006 | |
1111 | |
1007 | =head3 B<FLESH> - type 72 - Organs and body parts |
1112 | =head3 B<FLESH> - type 72 - Organs and body parts |
1008 | |
1113 | |
1009 | See B<FOOD> description. |
1114 | See B<FOOD> description. |
1010 | |
1115 | |
1011 | =head3 B<MISC_OBJECT> - type 79 - Misc. objects |
1116 | =head3 B<MISC_OBJECT> - type 79 - Misc. objects |
1012 | |
1117 | |
1013 | A type for any object that has no special behaviour. |
1118 | A type for any object that has no special behaviour. |
1014 | |
|
|
1015 | =head3 B<LAMP> - type 82 - A lamp |
|
|
1016 | |
|
|
1017 | This object makes light. |
|
|
1018 | |
1119 | |
1019 | =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators |
1120 | =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators |
1020 | |
1121 | |
1021 | This type of objects multiplies objects that are above it when it is activated. |
1122 | This type of objects multiplies objects that are above it when it is activated. |
1022 | You can even multiply by 0, which will destroy the object. |
1123 | You can even multiply by 0, which will destroy the object. |
… | |
… | |
1029 | |
1130 | |
1030 | =item I<other_arch> <string> |
1131 | =item I<other_arch> <string> |
1031 | |
1132 | |
1032 | The archetype name of the objects that should be multiplied. |
1133 | The archetype name of the objects that should be multiplied. |
1033 | |
1134 | |
1034 | =item I<connected> <number> |
1135 | =item I<connected> <identifier> |
1035 | |
1136 | |
1036 | See generic object field description. |
1137 | See generic object field description. |
1037 | |
1138 | |
1038 | =back |
1139 | =back |
1039 | |
1140 | |
… | |
… | |
1057 | when the connection is activated. This field only has effect when the |
1158 | when the connection is activated. This field only has effect when the |
1058 | connection is triggered. So if you put a closed hole on a map, and the |
1159 | connection is triggered. So if you put a closed hole on a map, and the |
1059 | connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the |
1160 | connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the |
1060 | connection was triggered once. |
1161 | connection was triggered once. |
1061 | |
1162 | |
1062 | =item I<connected> <connection id> |
1163 | =item I<connected> <identifier> |
1063 | |
1164 | |
1064 | This is the connection id, which lets the hole opening or closing when |
1165 | This is the connection id, which lets the hole opening or closing when |
1065 | activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
1166 | activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
1066 | at which connection state the object is activated. |
1167 | at which connection state the object is activated. |
1067 | |
1168 | |