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

Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.14 by elmex, Wed Dec 20 19:53:10 2006 UTC vs.
Revision 1.20 by root, Mon May 7 06:01:48 2007 UTC

7 7
8This documentation is in a sketchy state. It's mostly 8This documentation is in a sketchy state. It's mostly
9used to collect notes about the internal behaviour of the 9used to collect notes about the internal behaviour of the
10objects. 10objects.
11 11
12=head2 About the notation and terms
13
14The term 'archetype' stands for a collection of fields.
15The term 'object' stands for an archetype instance.
16The term 'field' is used for an object fields and archetype fields.
17
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
23
12=head2 About archetypes and objects 24=head2 About archetypes and objects
13 25
14Field denotes an attribute of an archetype. 26Archetypes are 'templates' of objects. If an object is derived
27from an archetype the object fields will be set to the corresponding
28fields in the archetype.
29
30When a map is instanciated (loaded), the 'object' description on the
31map are considered patches of the archetype.
32
33This document does explain the behaviour of the objects and the meaning of
34their fields in the server engine, which are derived from archetypes.
35
15This is an example of an archetype: 36This is an example of an archetype:
16 37
17 Object button_trigger 38 Object button_trigger
18 name button 39 name button
19 type 30 40 type 30
30 editable 48 51 editable 48
31 visibility 50 52 visibility 50
32 weight 1 53 weight 1
33 end 54 end
34 55
35This archetype has the name 'button_trigger' and the objects that 56The first B<field> is I<name>: 'button_trigger', which basically means that
36inherit from this archetype have the name 'button'. 57instances (objects) that are created/derived from this archetype have the
58name 'button' (which means that the field I<name> of the object will be set
59to the same value as the archetypes field I<name>).
37 60
38The next field 'type' decides the main behaviour of this archetype. 61The next field I<type> decides the behaviour of objects derived from this archetype.
39For a comprehensive list of types see include/define.h. For this case 62For a comprehensive list of types see include/define.h. For this case
40you might find a line like: 63you might find a line like:
41 64
42 #define TRIGGER_BUTTON        30 65 #define TRIGGER_BUTTON        30
43 66
44The server internally works with objects that 'inherit' attributes from 67The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED.
45an archetype. They have a similar set of attributes. 68For more information on this look in the Flags subsection in the next section
46 69
47The following documentation will also document the meaning of code internal 70The following documentation will also document the meaning of internal used
48attributes of objects. These attributes are marked as '(internal)' and can't 71fields of objects. These fields are marked as (internal) and can't
49or shouldn't be set by an archetype. If the internal names differs the 72or shouldn't be set by an archetype.
50external name (for the archetypes) for the attribute is written behind it.
51 73
52=head2 Description of generic archetype and object attributes 74=head2 Description of (mostly) generic object fields
53 75
54These 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
55default behaviour. 77default behaviour.
56 78
57=over 4 79=over 4
58 80
59=item name <string> 81=item I<name> <string>
60 82
61The name of the object. 83The name of the object.
62 84
63=item name_pl <string> 85=item I<name_pl> <string>
64 86
65The 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).
66 88
67=item face <facename> 89=item I<face> <facename>
68 90
69The graphical appearance of this object. 91The graphical appearance of this object.
70 92
71=item x <number> 93=item I<x> <number>
72 94
73The x position of the object when it is on a map. 95The x position of the object when it is on a map.
74 96
75=item y <number> 97=item I<y> <number>
76 98
77The y position of the object when it is on a map. 99The y position of the object when it is on a map.
78 100
79=item map (internal) 101=item I<map> (internal)
80 102
81The map the object is on. 103The map the object is on.
82 104
83=item invisible <number> 105=item I<invisible> <number>
84 106
85If the <number> is greater than 0 the object is invisible. 107If the <number> is greater than 0 the object is invisible.
86For players this field reflects the duration of the invisibility 108For players this field reflects the duration of the invisibility
87and is decreased every tick by 1. 109and is decreased every tick by 1.
88 110
89For non-player objects this field is not changed by server ticks. 111For non-player objects this field is not changed by server ticks.
90 112
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
91=item speed <number> 118=item I<speed> <number>
92 119
93If 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
94on 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!).
95 122
96If 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
97from 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.
98 125
99=item speed_left <number> 126=item I<speed_left> <number>
100 127
101If 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
102active list (mostly means it's speed is also greater than 0): 129active list (mostly means it's speed is also greater than 0):
103 130
104 - speed_left is decreased by 1 131 - speed_left is decreased by 1
105 - and this object is processed and experiences a server tick. 132 - and this object is processed and experiences a server tick.
106 133
107If 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
108equal 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>
109on the end of the tick. 136on the end of the tick.
110 137
111This 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)
112the 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
113the more often the object is processed. 140the more often the object is processed.
114 141
115=item connected <number> 142=item I<connected> <number>
116 143
117When 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
118id <number>. What happens when the connection is 'activated' depends on the 145id <number>. What happens when the connection is 'activated' depends on the
119type of the object. 146type of the object.
120 147
121When FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control 148FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
122when 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.
123 150
124=item no_drop (0|1) 151=item I<no_drop> (0|1)
125 152
126Sets the flag FLAG_NO_DROP. 153Sets the flag FLAG_NO_DROP.
127See Flags section below. 154See Flags section below.
128 155
129=item applied (0|1) 156=item I<applied> (0|1)
130 157
131Sets the flag FLAG_APPLIED. 158Sets the flag FLAG_APPLIED.
132See Flags section below. 159See Flags section below.
133 160
134=item is_used_up (0|1) 161=item I<is_used_up> (0|1)
135 162
136Sets the flag FLAG_IS_USED_UP. 163Sets the flag FLAG_IS_USED_UP.
137See Flags section below. 164See Flags section below.
138 165
166=item I<changing> (0|1)
167
168Sets the flag FLAG_CHANGING.
169See Flags section below.
170
139=item auto_apply (0|1) 171=item I<auto_apply> (0|1)
140 172
141Sets the flag FLAG_AUTO_APPLY. 173Sets the flag FLAG_AUTO_APPLY.
142See Flags section below. 174See Flags section below.
143 175
144=item no_steal (0|1) 176=item I<no_steal> (0|1)
145 177
146Sets the flag FLAG_NO_STEAL. 178Sets the flag FLAG_NO_STEAL.
147See Flags section below. 179See Flags section below.
148 180
149=item reflecting (0|1) 181=item I<reflecting> (0|1)
150 182
151Sets the flag FLAG_REFLECTING. 183Sets the flag FLAG_REFLECTING.
152See Flags section below. 184See Flags section below.
153 185
154=item reflect_spell (0|1) 186=item I<reflect_spell> (0|1)
155 187
156Sets the flag FLAG_REFL_SPELL. 188Sets the flag FLAG_REFL_SPELL.
157See Flags section below. 189See Flags section below.
158 190
159=item no_skill_ident (0|1) 191=item I<no_skill_ident> (0|1)
160 192
161Sets the flag FLAG_NO_SKILL_IDENT. 193Sets the flag FLAG_NO_SKILL_IDENT.
162See Flags section below. 194See Flags section below.
163 195
164=item activate_on_push (0|1) (default: 1) 196=item I<activate_on_push> (0|1) (default: 1)
165 197
166Sets the flag FLAG_ACTIVATE_ON_PUSH. 198Sets the flag FLAG_ACTIVATE_ON_PUSH.
167See Flags section below. 199See Flags section below.
168 200
169=item activate_on_release (0|1) (default: 1) 201=item I<activate_on_release> (0|1) (default: 1)
170 202
171Sets the flag FLAG_ACTIVATE_ON_RELEASE. 203Sets the flag FLAG_ACTIVATE_ON_RELEASE.
172See Flags section below. 204See Flags section below.
173 205
206=item I<is_lightable> (0|1)
207
208Sets the flag FLAG_IS_LIGHTABLE.
209See Flags section below.
210
174=item editable (more than deprecated) 211=item I<editable> (more than deprecated)
175 212
176This field had a special meaning for crossedit, which used parts 213This field had a special meaning for crossedit, which used parts
177of the server code for editing. Wherever you see this attribute being 214of the server code for editing. Wherever you see this field being
178set 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
179field anymore. 216field anymore.
180 217
181=back 218=back
182 219
194 231
195This 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.
196For 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
197it mostly means 'this object is active'. 234it mostly means 'this object is active'.
198 235
199For 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
200of flags from objects in his inventory is toggled by this flag. 237of flags from objects in his inventory is toggled by this flag.
201 238
202=item FLAG_IS_USED_UP 239=item FLAG_IS_USED_UP
203 240
204This 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>
205of 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.
206it is removed.
207 243
208If 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
209this 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
210of the duration field in this context. 246of the duration field in this context.
211 247
212If FLAG_APPLIED is not set the object is destroyed. 248If FLAG_APPLIED is not set the object is destroyed.
213 249
250=item FLAG_CHANGING
251
252If the I<state> field of the object is 0 the object will be processed periodically
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.
270
214=item FLAG_IS_A_TEMPLATE (internal use) 271=item FLAG_IS_A_TEMPLATE (internal use)
215 272
216This 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,
217or 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.
218 275
219=item FLAG_AUTO_APPLY 276=item FLAG_AUTO_APPLY
220 277
221This flag has currently only meaning for the TREASURE type, see below. 278This flag has currently only meaning for the B<TREASURE> type, see below.
222 279
223=item FLAG_ACTIVATE_ON_PUSH 280=item FLAG_ACTIVATE_ON_PUSH
224 281
225This flag has only meaning for objects that can be linked together 282This flag has only meaning for objects that can be linked together
226with the 'connected' field and controls wether the object should 283by the I<connected> field and controls wether the object should
227be activated when the connection is 'pushed' or it is 'released'. 284be activated when the connection is 'pushed' or it is 'released'.
228 285
229What 'pushed' and 'released' means depends on the object that 286What 'pushed' and 'released' means depends on the object that
230activates the connection. 287activates the connection.
231 288
232This flag is by default on. 289This flag is by default on.
233 290
234=item FLAG_ACTIVATE_ON_RELEASE 291=item FLAG_ACTIVATE_ON_RELEASE
235 292
236This flag has only meaning for objects that can be linked together 293This flag has only meaning for objects that can be linked together
237with the 'connected' field and controls wether the object should 294by the I<connected> field and controls wether the object should
238be activated when the connection is 'pushed' or it is 'released'. 295be activated when the connection is 'pushed' or it is 'released'.
239 296
240What 'pushed' and 'released' means depends on the object that 297What 'pushed' and 'released' means depends on the object that
241activates the connection. 298activates the connection.
242 299
251(but in this context the flag is only used internally). 308(but in this context the flag is only used internally).
252 309
253=item FLAG_NO_SKILL_IDENT 310=item FLAG_NO_SKILL_IDENT
254 311
255This flag is mostly used internal and prevents unidentified objects 312This flag is mostly used internal and prevents unidentified objects
256(objects which don't have FLAG_IDENTIFIED set) being identified by 313(objects which don't have FLAG_IDENTIFIED set) being identified
257skills. 314multiple times by skills.
258 315
259This 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
260once a player failed to identify an object. So that multiple tries 317players skill. So that multiple tries of identifying aren't more effective than
261of identifying aren't more effective than one. 318one.
262 319
263=item FLAG_REFLECTING 320=item FLAG_REFLECTING
264 321
265This 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>
266to indicate whether this object reflects off walls. 323to indicate whether this object reflects off walls.
267 324
268=item FLAG_REFL_SPELL 325=item FLAG_REFL_SPELL
269 326
270This flag indicates whether something reflects spells, like spell reflecting 327This flag indicates whether something reflects spells, like spell reflecting
271amuletts. 328amuletts.
272 329
273=back 330=item FLAG_IS_LIGHTABLE
274 331
275=head2 Description of type specific attributes 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
336=back
337
338=head2 Description of type specific fields and behaviour
276 339
277The beginning of the headers of the following subsection 340The beginning of the headers of the following subsection
278are 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.
279 342
343=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
344
345speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
346changes.
347
348 (based on value that last_sp takes):
349 0: 'furious' Makes all monsters aggressive
350 1: 'angry' As above but pets are unaffected
351 2: 'calm' Makes all monsters unaggressive
352 3: 'sleep' Puts all monsters to sleep
353 4: 'charm' Makes monster into a pet of person
354 who triggers the square. This setting
355 is not enabled for continous operation
356 5: 'destroy mons' destroy any monsters on this space
357 6: 'destroy pets' destroy friendly monsters on this space
358
280=head3 TRANSPORT - type 2 - Player transports 359=head3 B<TRANSPORT> - type 2 - Player transports
281 360
282This type is implemented by the transport extension and has currently no special 361This type is implemented by the transport extension and has currently no special
283attributes that affect it. 362fields that affect it.
284 363
285=head3 ROD - type 3 - Rods that fire spells 364=head3 B<ROD> - type 3 - Rods that fire spells
286 365
287Rods contain spells and can be fired by a player. 366Rods contain spells and can be fired by a player.
288 367
289=over 4 368=over 4
290 369
291=item level <number> 370=item I<level> <number>
292 371
293This attribute is used for calculating the spell level that can be fired 372This field is used for calculating the spell level that can be fired
294with this rod, it's also the maximum level of the spell that can be fired. 373with this rod, it's also the maximum level of the spell that can be fired.
295The level of the spell that is being fired depends mostly on 374The level of the spell that is being fired depends mostly on
296the 'use magic item' skill level of the player and 1/10 of the level of the 375the 'use magic item' skill level of the player and 1/10 of the level of the
297rod is added as bonus. 376rod is added as bonus.
298 377
299=item hp <number> 378=item I<hp> <number>
300 379
301The amount of spellpoints this rod has left. 380The amount of spellpoints this rod has left.
302 381
303=item maxhp <number> 382=item I<maxhp> <number>
304 383
305The maximum amount of spellpoints this rod has. 384The maximum amount of spellpoints this rod has.
306 385
307=item skill <skill name> 386=item I<skill> <skill name>
308 387
309This field determines which skill you need to apply this object. 388This field determines which skill you need to apply this object.
310 389
311=back 390=back
312 391
313=head3 TREASURE - type 4 - Treasures 392=head3 B<TREASURE> - type 4 - Treasures
314 393
315This type of objects are for random treasure generation in maps. 394This type of objects are for random treasure generation in maps.
316If this object is applied by a player it will replace itself with it's 395If this object is applied by a player it will replace itself with it's
317inventory. If it is automatically applied 396inventory. If it is automatically applied
318generate a treasure and replace itself with the generated treasure. 397generate a treasure and replace itself with the generated treasure.
320Chests are also of this type, their treasures are generated by 399Chests are also of this type, their treasures are generated by
321the auto apply code on map instantiation. 400the auto apply code on map instantiation.
322 401
323=over 4 402=over 4
324 403
325=item hp <number> 404=item I<hp> <number>
326 405
327The number of treasures to generate. 406The number of treasures to generate.
328 407
329=item exp <level> 408=item I<exp> <level>
330 409
331If FLAG_AUTO_APPLY is not set the exp field has no further meaning 410If FLAG_AUTO_APPLY is not set the exp field has no further meaning
332and the difficulty for the treasurecode only depends on the maps difficulty, 411and the difficulty for the treasurecode only depends on the maps difficulty,
333otherwise the exp field has the following meaning: 412otherwise the exp field has the following meaning:
334 413
337worth a treasure is or what bonuses it is given by the treasure code. 416worth a treasure is or what bonuses it is given by the treasure code.
338 417
339If this field is not set or 0 the difficulty of the map is passed to the treasure 418If this field is not set or 0 the difficulty of the map is passed to the treasure
340generation code. 419generation code.
341 420
342=item randomitems <treasurelist> 421=item I<randomitems> <treasurelist>
343 422
344The treasurelist to use to generate the treasure which is put in the 423The treasurelist to use to generate the treasure which is put in the
345treasure objects inventory. 424treasure objects inventory.
346 425
347=back 426=back
348 427
349=head3 POTION - type 5 - Potions for drinking and other nastynesses 428=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
350 429
351These objects contain a spell and will emit it on apply, which most 430These objects contain a spell and will emit it on apply, which most
352of the time has the meaning of 'drinking'. 431of the time has the meaning of 'drinking'.
353 432
354If no resistancy field, stat field or attacktype is set and no spell 433If no resistancy field, stat field or attacktype is set and no spell
359If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion 438If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
360will yield an explosion and hurt the player. 439will yield an explosion and hurt the player.
361 440
362=over 4 441=over 4
363 442
364=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 443=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
365 444
366These stat fields determine how many stat points the player gets 445These stat fields determine how many stat points the player gets
367when he applies this potion. 446when he applies this potion.
368 447
369If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 448If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
370 449
371=item sp <number> 450=item I<sp> <number>
372 451
373If this field is set and the randomitems field is not set 452If this field is set and the randomitems field is not set
374the field is interpreted as spell number, please look the right 453the field is interpreted as spell number, please look the right
375number up in common/loader.C. 454number up in common/loader.C.
376 455
377If this field is set the randomitems field will be unset by the 456If this field is set the randomitems field will be unset by the
378map loading code. 457map loading code.
379 458
380=item attacktype <attacktype> 459=item I<attacktype> <attacktype>
381 460
382This field has some special meaning in potions, currently the 461This field has some special meaning in potions, currently the
383bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 462bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
384restoration potion or improvement potion. 463restoration potion or improvement potion.
385See include/attackinc.h for the bits of these types. 464See include/attackinc.h for the bits of these types.
390into him. 469into him.
391 470
392If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 471If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
393When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 472When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
394 473
395=item resist_<resistancy> <number> 474=item I<resist_RESISTANCY> <number>
396 475
397If this stat is set and no spell is in the potion the potion 476If this stat is set and no spell is in the potion the potion
398will create a force that give the player this specific resistancy. 477will create a force that give the player this specific resistancy.
399The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 478The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
400and the potion will last 10 times longer than the default force archetype 479and the potion will last 10 times longer than the default force archetype
401FORCE_NAME (at the moment of this writing spell/force.arc). 480FORCE_NAME (at the moment of this writing spell/force.arc).
402 481
403=item randomitems <treasurelist> 482=item I<randomitems> <treasurelist>
404 483
405The inventory/spell of the potion will be created by calling the treasure code 484The inventory/spell of the potion will be created by calling the treasure code
406with the treasurelist specified here. (I guess it's highly undefined what 485with the treasurelist specified here. (I guess it's highly undefined what
407happens if there is not a spell in the potions inventory). 486happens if there is not a spell in the potions inventory).
408 487
409=item on_use_yield <archetype> 488=item I<on_use_yield> <archetype>
410 489
411When this object is applied an instance of <archetype> will be created. 490When this object is applied an instance of <archetype> will be created.
412 491
413=item subtypes <potion subtype> 492=item I<subtypes> <potion subtype>
414 493
415see include/spells.h for possible potion subtypes, there are currently 4: 494see include/spells.h for possible potion subtypes, there are currently 4:
416 495
417=over 4 496=over 4
418 497
421Unused, default behaiour of a potion. 500Unused, default behaiour of a potion.
422 501
423=item POT_DUST 502=item POT_DUST
424 503
425This potion can be thrown to cast the spell that it has in it's inventory, 504This potion can be thrown to cast the spell that it has in it's inventory,
426the behaviour is not defined if there is not a spell in the inventory and the 505the behaviour is not defined if there is not a B<SPELL> in the inventory and the
427server will log an error. 506server will log an error.
428 507
429=item POT_FIGURINE 508=item POT_FIGURINE
430 509
431Unused, default behaiour of a potion. 510Unused, default behaiour of a potion.
436 515
437=back 516=back
438 517
439=back 518=back
440 519
441=head3 FOOD - type 6 - Eatable stuff 520=head3 B<FOOD> - type 6 - Eatable stuff
442 521
443This is for objects that are representing general eatables like 522This is for objects that are representing general eatables like
444beef or bread. 523beef or bread.
445 524
446The main difference between FOOD, FLESH and DRINK is that they 525The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
447give different messages. 526give different messages.
448 527
449The specialty of FLESH is that it inherits the resistancies of the 528The specialty of B<FLESH> is that it inherits the resistancies of the
450monsters it was generated in and will let dragons raise their resistancies 529monsters it was generated in and will let dragons raise their resistancies
451with that. If the monster has the POISON attacktype the FLESH 530with that. If the monster has the B<POISON> attacktype the B<FLESH>
452will change into POISON. 531will change into B<POISON>.
453 532
454If a player runs low on food he will grab for FOOD, DRINK and POISON 533If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
455and if he doesn't find any of that he will start eating FLESH. 534and if he doesn't find any of that he will start eating B<FLESH>.
456 535
457=over 4 536=over 4
458 537
459=item title <string> 538=item I<title> <string>
460 539
461If the food has a title or is cursed it is considered 'special', which means that the 540If the food has B<title> set or is cursed it is considered 'special', which
462fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp 541means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
463are interpreted and have further effects on the player. 542I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
543on the player.
464 544
465The higher the food field is the longer the improvement of the player lasts 545The higher the I<food> field is the longer the improvement of the player lasts
466(except for hp and sp). 546(except for I<hp> and I<sp>).
467 547
468=item food <number> 548=item I<food> <number>
469 549
470This is the amount of food points the player gets when he eats this. 550This is the amount of food points the player gets when he eats this.
471 551
472=item on_use_yield <archetype> 552=item I<on_use_yield> <archetype>
473 553
474When this object is applied an instance of <archetype> will be created. 554When this object is applied an instance of <archetype> will be created.
475 555
476=back 556=back
477 557
478=head3 POISON - type 7 - Poisonous stuff 558=head3 B<POISON> - type 7 - Poisonous stuff
479 559
480This type is for objects that can poison the player when drinking. 560This type is for objects that can poison the player when he drinks/applies it.
481When applied it will hit the attacked with AT_POISON and will create 561When applied it will hit the attacked with AT_POISON and will create
482a POISONING object in the one who was hit. 562a B<POISONING> object in the one who was hit.
483 563
484=over 4 564=over 4
485 565
486=item level <number> 566=item I<level> <number>
487 567
488This field affects the propability of poisoning. The higher the level difference 568This field affects the propability of poisoning. The higher the level difference
489between the one who is hit and the poision the mose propable it is the attacked 569between the one who is hit and the poision the more propable it is the attacked
490one will be poisoned. 570one will be poisoned.
491 571
492=item slaying <race> 572=item I<slaying> <race>
493 573
494On poison this field has the usual meaning of 'slaying', when the 574This field has the usual meaning of 'slaying', when the
495ones race matches the slaying field the damage done by the poison 575poisoned's race matches the I<slaying> field the damage done by the poison
496is multiplied by 3. 576is multiplied by 3.
497 577
498=item hp <number> 578=item I<hp> <number>
499 579
500This is the amount of damage the player will receive from applying this. The 580This is the amount of damage the player will receive from applying this. The
501attacktype AT_POISON will be used to hit the player and the damage will 581attacktype AT_POISON will be used to hit the player and the damage will
502determine the strenght, duration and depletion of stats of the poisoning. The 582determine the strenght, duration and depletion of stats of the poisoning. The
503created POISONING object which is being placed in the one who was attacked will 583created B<POISONING> object which is being placed in the one who was attacked will
504get the damage from this field (which is maybe adjusted by slaying or the 584get the damage from this field (which is maybe adjusted by slaying or the
505resistancies). 585resistancies).
506 586
507=item food <number> 587=item I<food> <number>
508 588
5091/4 of <number> will be drained from the players food. 5891/4 of <number> will be drained from the players I<food>.
510 590
511=item on_use_yield <archetype> 591=item I<on_use_yield> <archetype>
512 592
513When this object is applied an instance of <archetype> will be created. 593When this object is applied an instance of <archetype> will be created.
514 594
515=back 595=back
516 596
517=head3 BOOK - type 8 - Readable books 597=head3 B<BOOK> - type 8 - Readable books
518 598
519This type is basically for representing text books in the game. 599This type is basically for representing text books in the game.
520 600
521Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). 601Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
522 602
523=over 4 603=over 4
524 604
525=item msg <text> 605=item I<msg> <text>
526 606
527This is the contents of the book. When this field is unset 607This is the contents of the book. When this field is unset
528at treasure generation a random text will be inserted. 608at treasure generation a random text will be inserted.
529 609
530=item skill <skill name> 610=item I<skill> <skill name>
531 611
532The skill required to read this book. (The most resonable 612The skill required to read this book. (The most resonable
533skill would be literacy). 613skill would be literacy).
534 614
535=item exp <number> 615=item I<exp> <number>
536 616
537The experience points the player get for reading this book. 617The experience points the player get for reading this book.
538 618
539=item subtype <readable subtype> 619=item I<subtype> <readable subtype>
540 620
541This field determines the type of the readable. 621This field determines the type of the readable.
542Please see common/readable.C in the readable_message_types table. 622Please see common/readable.C in the readable_message_types table.
543 623
544=back 624=back
545 625
546=head3 CLOCK - type 9 - Clocks 626=head3 B<CLOCK> - type 9 - Clocks
547 627
548This type of objects just display the time when being applied. 628This type of objects just display the time when being applied.
549 629
550=head3 LIGHTNING - type 12 - Lightnings (DEPRECATED, see SPELL_EFFECT subtype SP_BOLT) 630=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
551 631
552This is a spell effect of a moving bolt. It moves straigt forward 632This is a spell effect of a moving bolt. It moves straigt forward
553through the map until something blocks it. 633through the map until something blocks it.
554If FLAG_REFLECTING is set it even reflects on walls. 634If FLAG_REFLECTING is set it even reflects on walls.
555 635
556FLAG_IS_TURNABLE should be set on these objects. 636FLAG_IS_TURNABLE should be set on these objects.
557 637
558=over 4 638=over 4
559 639
560=item move_type <movetype> 640=item I<move_type> <movetype>
561 641
562This field affects the move type with which the lightning moves through 642This field affects the move type with which the lightning moves through
563the map and which map cells will reflect or block it. 643the map and which map cells will reflect or block it.
564 644
565=item attacktype <attacktype> 645=item I<attacktype> <attacktype>
566 646
567The attacktype with which it hits the objects on the map. 647The attacktype with which it hits the objects on the map.
568 648
569=item dam <number> 649=item I<dam> <number>
570 650
571The damage this bolt inflicts when it hits objects on the map. 651The damage this bolt inflicts when it hits objects on the map.
572 652
573=item Dex <number> 653=item I<Dex> <number>
574 654
575This is the fork percentage, it is reduced by 10 per fork. 655This is the fork percentage, it is reduced by 10 per fork.
576And the damage is halved on each fork. 656And the I<dam> field is halved on each fork.
577 657
578=item Con <number> 658=item I<Con> (internal)
579 659
580This value is a percentage of which the forking lightning 660This value is a percentage of which the forking lightning
581is deflected to the left. This value should be mostly used internally. 661is deflected to the left. This value should be mostly used internally.
582 662
583=item duration <number> 663=item I<duration> <number>
584 664
585The duration the bolt stays on a map cell. This field is decreased each time 665The duration the bolt stays on a map cell. This field is decreased each time
586the object is processed (see the meaning of speed and speed_left fields in 666the object is processed (see the meaning of I<speed> and I<speed_left> fields in
587the object general description). 667the generic object field description).
588 668
589=item range <number> 669=item I<range> <number>
590 670
591This is the range of the bolt, each space it advances this field is decreased. 671This is the range of the bolt, each space it advances this field is decreased.
592 672
593=back 673=back
594 674
595=head3 ARROW - type 13 - Arrows 675=head3 B<ARROW> - type 13 - Arrows
596 676
597This is the type for objects that represent projectiles like arrows. 677This is the type for objects that represent projectiles like arrows.
598The movement of THROWN_OBJs behave similar to this type. 678The movement of B<THROWN_OBJ>s behave similar to this type.
599 679
600Flying arrows are stopped either when they hit something blocking 680Flying arrows are stopped either when they hit something blocking
601(move_block) or something which is alive. 681(I<move_block>) or something which is alive.
602If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE 682If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
603set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict 683set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
604damage with a small chance which is affected by the 'level' field of the arrow. 684damage with a small chance which is affected by the I<level> field of the arrow.
605 685
606If FLAG_REFLECTING is set on the arrow it will bounce off everything 686If FLAG_REFLECTING is set on the arrow it will bounce off everything
607that is not alive and blocks it's movement. 687that is not alive and blocks it's movement.
608 688
609When an arrow is being shot it's dam, wc, attacktype, slaying fields will 689When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
610be saved in the sp, hp, grace and spellarg fields of the object, to restore them 690fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
611once the arrow has been stopped. 691the object, to restore them once the arrow has been stopped.
612 692
613=over 4 693=over 4
614 694
615=item dam <number> 695=item I<dam> <number>
616 696
617The amount of damage that is being done to the victim that gets hit. 697The amount of damage that is being done to the victim that gets hit.
618This field is recomputed when the arrow is fired and will consist 698This field is recomputed when the arrow is fired and will consist
619of the sum of a damage bonus (see description of the BOW type), 699of the sum of a damage bonus (see description of the B<BOW> type),
620the arrows 'dam' field, the bows 'dam' field, the bows 'magic' field 700the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
621and the arrows magic field. 701and the arrows I<magic> field.
622 702
623=item wc <number> 703=item I<wc> <number>
624 704
625The weaponclass of the arrow, which has effect on the propability of hitting. 705The weapon class of the arrow, which has effect on the propability of hitting.
626 706
627It is recomputed when the arrow is being fired by this formula: 707It is recomputed when the arrow is being fired by this formula:
628 708
629 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) 709 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
630 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod 710 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
631 711
632When the arrow is not being shot by an player dex_bonus and thaco_bonus and the 712When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
633level is not added. 713level is not added.
634 714
635The wc_mod is dependend on the fire mode of the bow. For a more detailed 715wc_mod is dependend on the fire mode of the bow. For a more detailed
636explanation of dex_bonus, thaco_bonus and wc_mod please consult the code. 716explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
637 717
638=item magic <number> 718=item I<magic> <number>
639 719
640This field is added to the damage of the arrow when it is shot and 720This field is added to the damage of the arrow when it is shot and
641will also improve it's speed by 1/5 of it's value. 721will also improve it's I<speed> by 1/5 of it's value.
642 722
643=item attacktype <attacktype> 723=item I<attacktype> <attacktype>
644 724
645Bitfield which decides the attacktype of the damage, see include/attackinc.h 725Bitfield which decides the attacktype of the damage, see include/attackinc.h
646On fireing the attacktype of the bow is added to the arrows attacktype. 726On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
647 727
648=item level <number> (interally used) 728=item I<level> <number> (interally used)
649 729
650The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE, 730The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
651see above in the ARROW description. 731see above in the B<ARROW> description.
652 732
653The level is set when the arrow is fired to either the skill level or the 733The I<level> is set when the arrow is fired to either the skill level or the
654shooters level. 734shooters level.
655 735
656=item speed <number> (internal) 736=item I<speed> <number> (internal)
657 737
658This field shouldn't be set directly in the archetype, the arrow will get it's 738This field shouldn't be set directly in the archetype, the arrow will get it's
659speed from the bow. This fields value has to be atleast 0.5 or otherwise the 739I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
660arrow will be stopped immediatly. 740arrow will be stopped immediatly.
661 741
662On fireing the speed of the arrow is computed of 1/5 of the 742On fireing the I<speed> of the arrow is computed of 1/5 of the
663sum of the damage bonus (see BOW), bow magic and arrow magic. After that 1/7 743sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
664of the bows 'dam' field is added to the speed of the arrow. 744of the bows I<dam> field is added to the I<speed> of the arrow.
665 745
666The minimum speed of an arrow is 1.0. 746The minimum I<speed> of an arrow is 1.0.
667 747
668While flying the arrows speed is decreased by 0.05 each time it's moved. 748While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
669 749
670If the speed is above 10.0 it goes straight through the creature it hits and 750If the I<speed> is above 10.0 it goes straight through the creature it hits and
671it's speed is reduced by 1. If the speed is lower or equal 10.0 the arrow is 751it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
672stopped and either sticked into the victim (see weight field description) or 752stopped and either sticked into the victim (see I<weight> field description) or
673put on it's map square (if it didn't break, see description of the food field). 753put on it's map square (if it didn't break, see description of the I<food> field).
674 754
675=item weight <number> 755=item I<weight> <number>
676 756
677This field is the weight of the arrow, if the weight is below or equal 5000 (5 kg) 757This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
678the arrow will stick in the victim it hits. Otherwise it will fall to the ground. 758the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
679 759
680=item food <number> 760=item I<food> <number>
681 761
682The breaking percentage. 100% means: breaks on usage for sure. 762The breaking percentage. 100 (%) means: breaks on usage for sure.
683 763
684=item inventory (internal) 764=item I<inventory> (internal)
685 765
686If the flying/moving object has something in it's inventory and it stops, it 766If the flying/moving object has something in it's inventory and it stops, it
687will be replaced with it's inventory. Otherwise it will be handled as usual, 767will be replaced with it's inventory. Otherwise it will be handled as usual,
688which means: it will be calculated whether the arrow breaks and it will be 768which means: it will be calculated whether the arrow breaks and it will be
689reset for reuse. 769reset for reuse.
690 770
691=item slaying <string> 771=item I<slaying> <string>
692 772
693When the bow that fires this arrow has it's slaying field set it is copied 773When the bow that fires this arrow has it's I<slaying> field set it is copied
694to the arrows slaying field. Otherwise the arrows slaying field remains. 774to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
695 775
696=item move_type <movetype> (internally used) 776=item I<move_type> <movetype> (internally used)
697 777
698This field is set when the arrow is shot to MOVE_FLY_LOW. 778This field is set when the arrow is shot to MOVE_FLY_LOW.
699 779
700=item move_on <movetype> (internally used) 780=item I<move_on> <movetype> (internally used)
701 781
702This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK. 782This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
703 783
704=item race <string> 784=item I<race> <string>
705 785
706The race field is a unique key that assigns arrows, bows and quivers. When 786The I<race> field is a unique key that assigns arrows, bows and quivers. When
707shooting an arrow the bows race is used to search for arrows (which have the 787shooting an arrow the bows I<race> is used to search for arrows (which have the
708same race as the bow) in the players inventory and will recursively search in 788same I<race> as the bow) in the players inventory and will recursively search in
709the containers (which are applied and have the same race as the bow and the arrow). 789the containers (which are applied and have the same I<race> as the bow and the arrow).
710 790
711=back 791=back
712 792
713=head3 BOW - type 14 - Bows, those that fire ARROWs 793=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
714 794
715TODO, but take into account ARROW description above 795TODO, but take into account B<ARROW> description above!
716 796
717=head3 WEAPON - type 15 - Weapons 797=head3 B<WEAPON> - type 15 - Weapons
718 798
719This type is for general hack and slash weapons like swords, maces 799This type is for general hack and slash weapons like swords, maces
720and daggers and and .... 800and daggers and and ....
721 801
722=over 4 802=over 4
723 803
724=item weapontype <type id> 804=item I<weapontype> <type id>
725 805
726decides what attackmessages are generated, see include/define.h 806decides what attackmessages are generated, see include/define.h
727 807
728=item attacktype <bitmask> 808=item I<attacktype> <bitmask>
729 809
730bitfield which decides the attacktype of the damage, see include/attackinc.h 810bitfield which decides the attacktype of the damage, see include/attackinc.h
731 811
732=item dam <number> 812=item I<dam> <number>
733 813
734amount of damage being done with the attacktype 814amount of damage being done with the attacktype
735 815
736=item item_power <level> 816=item I<item_power> <level>
737 817
738the itempower of this weapon. 818the itempower of this weapon.
739 819
740=item name 820=item I<name>
741 821
742the name of the weapon. 822the name of the weapon.
743 823
744=item level (internal) 824=item I<level> (internal)
745 825
746The improvement state of the weapon. 826The improvement state of the weapon.
747If this field is greater than 0 the 'name' field starts with the 827If this field is greater than 0 the I<name> field starts with the
748characters name who improved this weapon. 828characters name who improved this weapon.
749 829
750=item last_eat (internal) 830=item I<last_eat> (internal)
751 831
752seems to be the amount of improvements of a weapon, 832This seems to be the amount of improvements of a weapon,
753the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 833the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
754 834
755 ((who->level / 5) + 5) >= op->last_eat 835 ((who->level / 5) + 5) >= op->last_eat
756 836
757=item last_sp 837=item I<last_sp>
758 838
759the weapon speed (see magic description) 839the weapon speed (see magic description)
760 840
761=item food <number> 841=item I<food> <number>
762 842
763addition to food regeneration of the player 843addition to food regeneration of the player
764 844
765=item hp <number> 845=item I<hp> <number>
766 846
767addition to health regeneration 847addition to health regeneration
768 848
769=item sp <number> 849=item I<sp> <number>
770 850
771addition to mana regeneration 851addition to mana regeneration
772 852
773=item grace <number> 853=item I<grace> <number>
774 854
775addititon to grace regeneration 855addititon to grace regeneration
776 856
777=item gen_sp_armour <number> 857=item I<gen_sp_armour> <number>
778 858
779the players gen_sp_armour field (which is per default 10) is added the <number> amount. 859the players I<gen_sp_armour> field (which is per default 10) is being added the
780gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 860<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
781is multiplied: gen_sp *= 10/<number> 861do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
782meaning: values > 10 of gen_sp_armour limits the amout of regenerated 862I<gen_sp_armour> limits the amout of regenerated spellpoints.
783spellpoints.
784 863
785generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 864Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
786sp regeneration. 865I<sp> regeneration.
787 866
788=item body_<body slot/part> 867=item I<body_BODYSLOT>
789 868
790the part of the body you need to use this weapon, possible values should be 869The part/slot of the body you need to use this weapon, possible values for
791looked up in common/item.C at body_locations. 870C<BODYSLOT> should be looked up in common/item.C at body_locations.
792 871
793=item resist_<resistnacy> <number> 872The value gives the number of those body slots used up by the item, or
873C<-1> for one handed weapons, C<-2> for two handed weapons, or C<-1> for
874other very special things.
875
876=item I<resist_RESISTANCY> <number>
794 877
795this is the factor with which the difference of the players resistancy and 100% 878this is the factor with which the difference of the players resistancy and 100%
796is multiplied, something like this: 879is multiplied, something like this:
797 880
798 additional_resistancy = (100 - current_resistanct) * (<number>/100) 881 additional_resistancy = (100 - current_resistancy) * (<number>/100)
799 882
800if <number> is negative it is added to the total vulnerabilities, 883if <number> is negative it is added to the total vulnerabilities,
801and later the total resistance is decided by: 884and later the total resistance is decided by:
802 885
803 'total resistance = total protections - total vulnerabilities' 886 'total resistance = total protections - total vulnerabilities'
804 887
805see also common/living.C:fix_player 888see also common/living.C:fix_player.
806 889
807=item patch_(attuned|repelled|denied) 890=item I<path_(attuned|repelled|denied)>
808 891
809this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 892this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
810for the pathes. 893for the pathes.
811 894
812=item luck <number> 895=item I<luck> <number>
813 896
814this luck is added to the players luck 897this luck is added to the players I<luck>
815 898
816=item move_type 899=item I<move_type>
817 900
818if the weapon has a move_type set the player inherits it's move_type 901if the weapon has a I<move_type> set the player inherits it's I<move_type>
819 902
820=item exp <number> 903=item I<exp> <number>
821 904
822the added_speed and bonus_speed of the player is raised by <number>/3. 905the added_speed and bonus_speed of the player is raised by <number>/3.
823if <number> < 0 then the added_speed is decreased by <number> 906if <number> < 0 then the added_speed is decreased by <number>
824 907
825=item weight 908=item I<weight>
826 909
827the weight of the weapon 910the weight of the weapon
828 911
829=item magic 912=item I<magic>
830 913
831the magic field affects the amounts of the following fields: 914the I<magic> field affects the amounts of the following fields:
832 915
833 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 916 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
834 917
835 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 918 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
836 919
837 - dam: the players dam is adjusted by: player->dam += (dam + magic) 920 - dam: the players dam is adjusted by: player->dam += (dam + magic)
838 921
839 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 922 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
840 (minium is 0) 923 (minium is 0)
841 924
842=item ac <number> 925=item I<ac> <number>
843 926
844the amount of ac points the player's ac is decreased when applying this object. 927the amount of ac points the player's I<ac> is decreased when applying this object.
845 928
846=item wc <number> 929=item I<wc> <number>
847 930
848the amount of wc points the player's wc is decreased when applying this object. 931the amount of wc points the player's I<wc> is decreased when applying this object.
849 932
850=back 933=back
851 934
852=head4 Player inherits following flags from weapons: 935=head4 Player inherits following flags from weapons:
853 936
858 FLAG_XRAYS 941 FLAG_XRAYS
859 FLAG_BLIND 942 FLAG_BLIND
860 FLAG_SEE_IN_DARK 943 FLAG_SEE_IN_DARK
861 FLAG_UNDEAD 944 FLAG_UNDEAD
862 945
863=head3 GRIMREAPER - type 28 - Grimreapers 946=head3 B<GRIMREAPER> - type 28 - Grimreapers
864 947
865These type are mostly used for monsters, they give the 948These type are mostly used for monsters, they give the
866monster the ability to dissapear after 10 hits with AT_DRAIN. 949monster the ability to dissapear after 10 hits with AT_DRAIN.
867 950
868=over 4 951=over 4
869 952
870=item value <number> 953=item I<value> <number>
871 954
872This field stores the hits the monster did yet. 955This field stores the hits the monster did yet.
873 956
874=back 957=back
875 958
876=head3 CREATOR - type 42 - Object creators 959=head3 B<CREATOR> - type 42 - Object creators
877 960
878Once a creator is activated by a connection it creates a number of objects 961Once a creator is activated by a connection it creates a number of objects
879(cloned from it's inventory or a new archetype from the other_arch slot). 962(cloned from it's inventory or a new object derived from the archetype
963named in the other_arch slot).
880 964
881If FLAG_LIVESAFE is set the number of uses is unlimited. 965If FLAG_LIVESAFE is set the number of uses is unlimited.
882 966
883=over 4 967=over 4
884 968
885=item hp <number> 969=item I<hp> <number>
886 970
887If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can 971If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
888be used. 972be used.
889 973
890=item speed <number> 974=item I<speed> <number>
891 975
892If speed is set the creator will create an object periodically, 976If I<speed> is set the creator will create an object periodically,
893see speed and speed_left fields in general object attribute description 977see I<speed> and I<speed_left> fields in the general object field description
894for more details on how this period works. 978for more details.
895 979
896=item slaying <string> 980=item I<slaying> <string>
897 981
898If set the generated object's name and 982If set the generated object's name and title will be set to this.
899title will be set to this.
900 983
901=item other_arch <string> 984=item I<other_arch> <string>
902 985
903If the inventory of the creator is empty objects of the 986If the inventory of the creator is empty new objects will be derived from the
904archetype <string> will be generated. 987archetype named by <string>.
905 988
906=item connected <number> 989=item I<connected> <number>
907 990
908See generic object attribute section. 991See generic object field description.
909 992
910=back 993=back
911 994
912=head3 DRINK - type 54 - Drinkable stuff 995=head3 B<DRINK> - type 54 - Drinkable stuff
913 996
914See FOOD description. 997See B<FOOD> description.
915 998
916=head3 CHECK_INV - type 64 - Inventory checkers 999=head3 B<CHECK_INV> - type 64 - Inventory checkers
917 1000
918This object checks whether the player has a specific item in his 1001This object checks whether the player has a specific item in his
919inventory when he moves above the inventory checker. If the player has 1002inventory when he moves above the inventory checker. If the player has
920the item (or not, which can be controlled with a flag) a connection will be triggered. 1003the item (or not, which can be controlled with a flag) a connection will be triggered.
921 1004
922If you set move_block you can deny players and monsters to reach the space where 1005If you set I<move_block> you can deny players and monsters to reach the space where
923the inventory checker is on, see 'move_block' description below. 1006the inventory checker is on, see I<move_block> description below.
924 1007
925The conditions specified by hp, slaying and race are concationated with OR. 1008The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
926So matching one of those conditions is enough. 1009So matching one of those conditions is enough.
927 1010
928=over 4 1011=over 4
929 1012
930=item move_block <move type bitmask> 1013=item I<move_block> <move type bitmask>
931 1014
932If you set this field to block a movetype the move code will block any moves 1015If you set this field to block a movetype the move code will block any moves
933onto the space with the inventory checker, IF the moving object doesn't have 1016onto the space with the inventory checker, IF the moving object doesn't have
934(or has - if last_sp = 0) the item that the checker is searching for. 1017(or has - if I<last_sp> = 0) the item that the checker is searching for.
935 1018
936=item last_sp (0|1) 1019=item I<last_sp> (0|1)
937 1020
938If last_sp is 1 'having' the item that is being checked for will 1021If I<last_sp> is 1 'having' the item that is being checked for will
939activate the connection or make the space with the checker non-blocking. 1022activate the connection or make the space with the checker non-blocking.
940If last_sp is 0 'not having' the item will activate the connection 1023If I<last_sp> is 0 'not having' the item will activate the connection
941or make the space with the checker non-blocking. 1024or make the space with the checker non-blocking.
942 1025
943=item last_heal (0|1) 1026=item I<last_heal> (0|1)
944 1027
945If last_heal is 1 the matching item will be removed if the inventory checker 1028If I<last_heal> is 1 the matching item will be removed if the inventory checker
946activates a connection and finds the item in the inventory. 1029activates a connection and finds the item in the inventory.
947 1030
948(A inventory checker that blocks a space won't remove anything from inventories) 1031(A inventory checker that blocks a space won't remove anything from inventories)
949 1032
950=item hp <number> 1033=item I<hp> <number>
951 1034
952If this field is not 0 the inventory checker will search for an object 1035If this field is not 0 the inventory checker will search for an object
953with the type id <number>. 1036with the type id <number>.
954 1037
955=item slaying <string> 1038=item I<slaying> <string>
956 1039
957If this field is set the inventory checker will search for an object that 1040If this field is set the inventory checker will search for an object that
958has the same string in the slaying field (for example a key string of a key). 1041has the same string in the I<slaying> field (for example a key string of a key).
959 1042
960=item race <string> 1043=item I<race> <string>
961 1044
962If this field is set the inventory checker will search for an object which 1045If this field is set the inventory checker will search for an object which
963has the archetype name that matches <string>. 1046has the archetype name that matches <string>.
964 1047
965=item connected <connection id> 1048=item I<connected> <connection id>
966 1049
967This is the connection that will be activated. The connection is 1050This is the connection that will be activated. The connection is
968'pushed' when someone enters the space with the inventory checker, 1051'pushed' when someone enters the space with the inventory checker,
969and it is 'released' when he leaves it. 1052and it is 'released' when he leaves it.
970 1053
971See also the description of the connected field in the generic object attribute 1054See also the description of the I<connected> field in the generic object field
972section. 1055section.
973 1056
974=back 1057=back
975 1058
976=head3 FLESH - type 72 - Organs and body parts 1059=head3 B<FLESH> - type 72 - Organs and body parts
977 1060
978See FOOD description. 1061See B<FOOD> description.
979 1062
980=head3 MISC_OBJECT - type 79 - Misc. objects 1063=head3 B<MISC_OBJECT> - type 79 - Misc. objects
981 1064
982A type for any object that has no special behaviour. 1065A type for any object that has no special behaviour.
983 1066
1067=head3 B<LAMP> - type 82 - A lamp
1068
1069This object represents a lamp, that can be carried and switched
1070on and off and has a certain amount of fuel in it.
1071
1072A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1073Each of them should point at the other one with it's I<other_arch> field.
1074
1075See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1076
1077If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off
1078with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE.
1079
1080=over 4
1081
1082=item I<glow_radius> <number>
1083
1084The radius of the light that the lamp emits, see also I<glow_radius> in the
1085generic object flags description.
1086
1087=item I<speed> <number>
1088
1089If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1090lamp burns it's fuel (I<food>).
1091
1092Setting FLAG_CHANGING makes only sense on the archetype which represents
1093the 'on' state of the lamp.
1094
1095See also the description of FLAG_CHANGING.
1096
1097Lamps which have no FLAG_CHANGING set would also make sense and represent
1098lamps that never burn up.
1099
1100=item I<other_arch> <number>
1101
1102This is the field that points to the 'other' archetype which represents the
1103opposite state of the lamp. The newly from I<other_arch> derived object will
1104replace the current object and will get the value of I<food> of the replaced object.
1105
1106Rationale:
1107
1108When the lamp (on) is applied a new object is derived from the archetype
1109in I<other_arch> and the I<food> value is copied to it ('the fuel is
1110transferred'). The new lamp (off) object has to have a I<other_arch> field
1111which points to the archetype from which a lamp (on) can be derived.
1112
1113=item I<food> <number>
1114
1115This fields stands for the fuel of the lamp.
1116
1117=back
1118
984=head3 DUPLICATOR - type 83 - Duplicators or: Multiplicators 1119=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
985 1120
986This type of objects multiplies objects that are above it when it is activated. 1121This type of objects multiplies objects that are above it when it is activated.
987You can even multiply by 0, which will destroy the object. 1122You can even multiply by 0, which will destroy the object.
988 1123
989=over 4 1124=over 4
990 1125
991=item level <number> 1126=item I<level> <number>
992 1127
993The multiplicator, if set to 0 or lower it will destroy the objects above it. 1128The multiplicator, if set to 0 or lower it will destroy the objects above it.
994 1129
995=item other_arch <string> 1130=item I<other_arch> <string>
996 1131
997The archetype name of the objects which will be multiplied. 1132The archetype name of the objects that should be multiplied.
998 1133
999=item connected <number> 1134=item I<connected> <number>
1000 1135
1001See generic object attribute section. 1136See generic object field description.
1002 1137
1003=back 1138=back
1004 1139
1005=head3 HOLE - type 94 - Holes 1140=head3 B<HOLE> - type 94 - Holes
1006 1141
1007Holes are holes in the ground where objects can fall through. When the hole 1142B<HOLE>s are holes in the ground where objects can fall through. When the hole
1008opens and/or is completly open all objects above it fall through (more 1143opens and/or is completly open all objects above it fall through (more
1009precisely: if their head is above the hole). 1144precisely: if their head is above the hole).
1010 1145
1011When the HOLE is activated it's speed is set to 0.5. 1146When the B<HOLE> is activated it's speed is set to 0.5.
1012 1147
1013Trapdoors can only transfer the one who falls through to other coordinates 1148These holes can only transfer the one who falls through to other coordinates
1014on the B<same> map. 1149on the same map.
1015 1150
1016=over 4 1151=over 4
1017 1152
1018=item maxsp (0|1) 1153=item I<maxsp> (0|1)
1019 1154
1020This field negates the state of the connection: When maxsp is 1 the pit will 1155This field negates the state of the connection: When maxsp is 1 the pit will
1021open/close when the connection is deactivated. Otherwise it will open/close 1156open/close when the connection is deactivated. Otherwise it will open/close
1022when the connection is activated. This field only has effect when the 1157when the connection is activated. This field only has effect when the
1023connection is triggered. So if you put a closed hole on a map, and the 1158connection is triggered. So if you put a closed hole on a map, and the
1024connection is deactivated, and maxsp is 1 the hole will remain closed until the 1159connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1025connection was triggered once. 1160connection was triggered once.
1026 1161
1027=item connected <connection id> 1162=item I<connected> <connection id>
1028 1163
1029This is the connection id, which lets the hole opening or closing when 1164This is the connection id, which lets the hole opening or closing when
1030activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1165activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1031at which connection state the object is activated. 1166at which connection state the object is activated.
1032 1167
1033For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1168For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1034the connection is released. 1169the connection is released.
1035 1170
1036=item wc <number> (internal) 1171=item I<wc> <number> (internal)
1037 1172
1038This is an internal flag. If it is greater than 0 it means that the hole is not 1173This is an internal field. If it is greater than 0 it means that the hole is not
1039yet fully open. More preciesly: this field is the animation-step and if it is 1174yet fully open. More preciesly: this field is the animation-step and if it is
1040set to the 'closed' step of the animation the hole is closed and if it is on 1175set to the 'closed' step of the animation the hole is closed and if it is on
1041the 'open' animation step (wc = 0), the hole is open. 1176the 'open' animation step (I<wc> = 0), the hole is open.
1042 1177
1043=item sp <number> 1178=item I<sp> <number>
1044 1179
1045The destination y coordinates on the same map. 1180The destination y coordinates on the same map.
1046 1181
1047=item hp <number> 1182=item I<hp> <number>
1048 1183
1049The destination x coordinates on the same map. 1184The destination x coordinates on the same map.
1050 1185
1051=back 1186=back
1052 1187
1053=head3 POISONING - type 105 - The poisoning of players and monsters 1188=head3 B<POISONING> - type 105 - The poisoning of players and monsters
1054 1189
1055This type is doing the actual damage to the ones who were attacked 1190This type is doing the actual damage to the ones who were attacked
1056via AT_POISON (or drank POISON). 1191via AT_POISON (or drank B<POISON>).
1057 1192
1058The duration is handled via the FLAG_IS_USED_UP mechanism (please look 1193The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1059there for details). 1194there for details).
1060 1195
1061=over 4 1196=over 4
1062 1197
1063=item dam <number> 1198=item I<dam> <number>
1064 1199
1065Each time the poisoning is processed (which is determined by the speed and speed_left 1200Each time the poisoning is proccessed (which is determined by the I<speed> and
1066fields, see the general object attributes above) it hits the player with 1201I<speed_left> fields, see the general object fields description above) it hits
1067<number> damage and the AT_INTERNAL attacktype (means: it will simply 1202the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1068hit the player with no strings attached). 1203simply hit the player with no strings attached).
1069 1204
1070=item food <number> 1205=item I<food> <number>
1071 1206
1072Just a note: The posion is removed when food == 1 and not when 1207Just a note: The posioning is removed if I<food> == 1 and not if
1073the whole duration is up, because the POISONING code has to remove 1208the whole I<duration> is up, because the B<POISONING> code has to remove
1074the poison-effects from the player before the FLAG_IS_USED_UP mechanism 1209the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1075deletes the POISONING object. 1210deletes the B<POISONING> object.
1076 1211
1077=back 1212=back
1078 1213
1079=head3 FORCE - type 114 - Forces 1214=head3 B<FORCE> - type 114 - Forces
1080 1215
1081Forces are a very 'thin' type. They don't have much behaviour other than 1216Forces are a very 'thin' type. They don't have much behaviour other than
1082disappearing after a time and/or affecting the player if they are in his 1217disappearing after a time and/or affecting the player if they are in his
1083inventory. 1218inventory.
1084 1219
1085Forces only take effect on the player if they have set FLAG_APPLIED. 1220Forces only take effect on the player if they have FLAG_APPLIED set.
1086 1221
1087Whether the duration field is processed or not a tick is controlled via the 1222Whether the I<duration> field is processed or not per tick is controlled by the
1088speed and speed_left field. Look above at the generic description of these 1223I<speed> and I<speed_left> fields. Look above in the generic object field description.
1089fields.
1090 1224
1091NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field 1225NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1092like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches 1226interpreter like described in the description of the FLAG_IS_USED_UP flag.
10930 before duration and FLAG_APPLIED is set, the force will last for 'duration'. 1227BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1094If the FLAG_APPLIED is not set the force is removed when food reaches 0. 1228will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1095Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. 1229removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1230have good semantics on forces, try to avoid it.
1096 1231
1097=over 4 1232=over 4
1098 1233
1099=item duration 1234=item I<duration>
1100 1235
1101While this field is greater than 0 the force/object is not destroyed. It is 1236While this field is greater than 0 the force/object is not destroyed. It is
1102decreased each tick by 1. 1237decreased each tick by 1.
1103 1238
1104If it reaches 0 the force/object is destroyed. 1239If it reaches 0 the force/object is destroyed.
1107FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1242FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1108what happens then. 1243what happens then.
1109 1244
1110=back 1245=back
1111 1246
1112=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1247=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1113 1248
1114This object is generated by the POTION code when the potion is a resistance 1249This object is generated by the B<POTION> code when the potion is a resistance
1115giving potion. It has mainly the same behaviour as a FORCE. 1250giving potion. It has mainly the same behaviour as a B<FORCE>.
1116 1251
1117The specialty of the potion effect is that the resistancy it gives is absolute, 1252The specialty of the potion effect is that the resistancy it gives is absolute,
1118so if you drin a resistancy potion of fire+60 you will get 60% resistancy to 1253so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1119fire. 1254fire.
1120 1255
1121Multiple potion effects only give you the maximum of their resistancy. 1256Multiple potion effects only give you the maximum of their resistancy.

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines