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144 | |
144 | |
145 | If also the flag FLAG_APPLIED is set, the 'duration' field controls whether |
145 | If also the flag FLAG_APPLIED is set, the 'duration' field controls whether |
146 | this object is removed or not, see the Force type below for the meaning |
146 | this object is removed or not, see the Force type below for the meaning |
147 | of the duration field in this context. |
147 | of the duration field in this context. |
148 | |
148 | |
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149 | If FLAG_APPLIED is not set the object is destroyed. |
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150 | |
149 | =back |
151 | =back |
150 | |
152 | |
151 | =head2 Description of type specific attributes |
153 | =head2 Description of type specific attributes |
152 | |
154 | |
153 | The beginning of the headers of the following subsection |
155 | The beginning of the headers of the following subsection |
154 | are the server internal names for the objects types, see include/define.h. |
156 | are the server internal names for the objects types, see include/define.h. |
155 | The numeric values are maybe not 100% accurate, as the code is a changing |
157 | The numeric values are maybe not 100% accurate, as the code is a changing |
156 | target, please consult include/define.h in doubt :-) |
158 | target, please consult include/define.h in doubt :-) |
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159 | |
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160 | =head3 FORCE - type 114 - Forces |
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161 | |
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162 | Forces are a very 'thin' type. They don't have much behaviour other than |
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163 | disappearing after a time and/or affecting the player if they are in his inventory. |
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164 | |
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165 | Forces only take effect on the player if they have set FLAG_APPLIED. |
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166 | |
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167 | Whether the duration field is processed or not a tick is controlled via the |
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168 | speed and speed_left field. Look above at the generic description of these |
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169 | fields. |
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170 | |
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171 | =over 4 |
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172 | |
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173 | =item duration |
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174 | |
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175 | While this field is greater than 0 the force/object is not destroyed. |
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176 | It is decreased each tick by 1. |
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177 | |
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178 | If it reaches 0 the force/object is destroyed. |
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179 | |
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180 | This field can have this meaning for B<any> object if that object has |
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181 | FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
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182 | what happens then. |
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183 | |
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184 | =back |
157 | |
185 | |
158 | =head3 WEAPON - type 15 - Weapons |
186 | =head3 WEAPON - type 15 - Weapons |
159 | |
187 | |
160 | This type is for general hack and slash weapons like swords, maces |
188 | This type is for general hack and slash weapons like swords, maces |
161 | and daggers and and .... |
189 | and daggers and and .... |
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292 | |
320 | |
293 | =head4 Player inherits following flags from weapons: |
321 | =head4 Player inherits following flags from weapons: |
294 | |
322 | |
295 | FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH, |
323 | FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH, |
296 | FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD |
324 | FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD |
297 | |
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298 | =head3 FORCE - type 114 - Forces |
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299 | |
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300 | Note: Forces only take effect on the player if they have set FLAG_APPLIED. |
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301 | |
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302 | Whether the duration field is processed or not a tick is controlled via the |
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303 | speed and speed_left field. Look above at the generic description of these |
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304 | fields. |
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305 | |
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306 | =over 4 |
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307 | |
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308 | =item duration |
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309 | |
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310 | While this field is greater than 0 the force is not removed. |
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311 | It is decreased each tick by 1. |
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312 | |
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313 | =back |
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