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1=head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION 1=head1 DELIANTRA OBJECT AND INTERNALS DOCUMENTATION
2 2
3Here is all information about the object types Crossfire+ 3Here is all information about the object types Deliantra
4supports at the moment. This is not a complete documentation (yet) 4supports at the moment. This is not a complete documentation (yet)
5and browsing the source is still recommended to learn about 5and browsing the source is still recommended to learn about
6the objects that aren't documented here. 6the objects that aren't documented here.
7 7
8This documentation is in a sketchy state. It's mostly 8This documentation is in a sketchy state. It's mostly
338=head2 Description of type specific fields and behaviour 338=head2 Description of type specific fields and behaviour
339 339
340The beginning of the headers of the following subsection 340The beginning of the headers of the following subsection
341are 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.
342 342
343=head3 B<TRANSPORT> - type 2 - Player transports
344
345This type is implemented by the transport extension and has currently no special
346fields that affect it.
347
348=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
349
350Rods contain spells and can be fired by a player.
351
352=over 4
353
354=item I<level> <number>
355
356This field is used for calculating the spell level that can be fired
357with this rod, it's also the maximum level of the spell that can be fired.
358The level of the spell that is being fired depends mostly on
359the 'use magic item' skill level of the player and 1/10 of the level of the
360rod is added as bonus.
361
362=item I<hp> <number>
363
364The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
365maxhp/10> per tick.
366
367=item I<maxhp> <number>
368
369The maximum amount of spellpoints this rod has.
370
371=item I<skill> <skill name>
372
373This field determines which skill you need to apply this object.
374
375=back
376
377=head3 B<TREASURE> - type 4 - Treasures
378
379This type of objects are for random treasure generation in maps.
380If this object is applied by a player it will replace itself with it's
381inventory. If it is automatically applied
382generate a treasure and replace itself with the generated treasure.
383
384Chests are also of this type, their treasures are generated by
385the auto apply code on map instantiation.
386
387=over 4
388
389=item I<hp> <number>
390
391The number of treasures to generate.
392
393=item I<exp> <level>
394
395If FLAG_AUTO_APPLY is not set the exp field has no further meaning
396and the difficulty for the treasurecode only depends on the maps difficulty,
397otherwise the exp field has the following meaning:
398
399If this field is not 0 it is passed as the difficulty
400to the treasure generation code to determine how good, how much
401worth a treasure is or what bonuses it is given by the treasure code.
402
403If this field is not set or 0 the difficulty of the map is passed to the treasure
404generation code.
405
406=item I<randomitems> <treasurelist>
407
408The treasurelist to use to generate the treasure which is put in the
409treasure objects inventory.
410
411=back
412
413=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
414
415These objects contain a spell and will emit it on apply, which most
416of the time has the meaning of 'drinking'.
417
418If no resistancy field, stat field or attacktype is set and no spell
419is put in the potion by the sp field or the randomitems the
420potion will become an artifact and the artifact code decides which kind
421of potion will be generated.
422
423If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
424will yield an explosion and hurt the player.
425
426=over 4
427
428=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
429
430These stat fields determine how many stat points the player gets
431when he applies this potion.
432
433If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
434
435=item I<sp> <number>
436
437If this field is set and the randomitems field is not set
438the field is interpreted as spell number, please look the right
439number up in common/loader.C.
440
441If this field is set the randomitems field will be unset by the
442map loading code.
443
444=item I<attacktype> <attacktype>
445
446This field has some special meaning in potions, currently the
447bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
448restoration potion or improvement potion.
449See include/attackinc.h for the bits of these types.
450
451If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
452will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
453set the player will be drained a random stat by inserting an ARCH_DEPLETION
454into him.
455
456If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
457When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
458
459=item I<resist_RESISTANCY> <number>
460
461If this stat is set and no spell is in the potion the potion
462will create a force that give the player this specific resistancy.
463The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
464and the potion will last 10 times longer than the default force archetype
465FORCE_NAME (at the moment of this writing spell/force.arc).
466
467=item I<randomitems> <treasurelist>
468
469The inventory/spell of the potion will be created by calling the treasure code
470with the treasurelist specified here. (I guess it's highly undefined what
471happens if there is not a spell in the potions inventory).
472
473=item I<on_use_yield> <archetype>
474
475When this object is applied an instance of <archetype> will be created.
476
477=item I<subtypes> <potion subtype>
478
479see include/spells.h for possible potion subtypes, there are currently 4:
480
481=over 4
482
483=item POT_SPELL
484
485Unused, default behaiour of a potion.
486
487=item POT_DUST
488
489This potion can be thrown to cast the spell that it has in it's inventory,
490the behaviour is not defined if there is not a B<SPELL> in the inventory and the
491server will log an error.
492
493=item POT_FIGURINE
494
495Unused, default behaiour of a potion.
496
497=item POT_BALM
498
499Unused, default behaiour of a potion.
500
501=back
502
503=back
504
505=head3 B<FOOD> - type 6 - Eatable stuff
506
507This is for objects that are representing general eatables like
508beef or bread.
509
510The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
511give different messages.
512
513The specialty of B<FLESH> is that it inherits the resistancies of the
514monsters it was generated in and will let dragons raise their resistancies
515with that. If the monster has the B<POISON> attacktype the B<FLESH>
516will change into B<POISON>.
517
518If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
519and if he doesn't find any of that he will start eating B<FLESH>.
520
521=over 4
522
523=item I<title> <string>
524
525If the food has B<title> set or is cursed it is considered 'special', which
526means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
527I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
528on the player.
529
530The higher the I<food> field is the longer the improvement of the player lasts
531(except for I<hp> and I<sp>).
532
533=item I<food> <number>
534
535This is the amount of food points the player gets when he eats this.
536
537=item I<on_use_yield> <archetype>
538
539When this object is applied an instance of <archetype> will be created.
540
541=back
542
543=head3 B<POISON> - type 7 - Poisonous stuff
544
545This type is for objects that can poison the player when he drinks/applies it.
546When applied it will hit the attacked with AT_POISON and will create
547a B<POISONING> object in the one who was hit.
548
549=over 4
550
551=item I<level> <number>
552
553This field affects the probability of poisoning. The higher the level difference
554between the one who is hit and the poision the more probable it is the attacked
555one will be poisoned.
556
557=item I<slaying> <race>
558
559This field has the usual meaning of 'slaying', when the
560poisoned's race matches the I<slaying> field the damage done by the poison
561is multiplied by 3.
562
563=item I<hp> <number>
564
565This is the amount of damage the player will receive from applying this. The
566attacktype AT_POISON will be used to hit the player and the damage will
567determine the strenght, duration and depletion of stats of the poisoning. The
568created B<POISONING> object which is being placed in the one who was attacked will
569get the damage from this field (which is maybe adjusted by slaying or the
570resistancies).
571
572=item I<food> <number>
573
5741/4 of <number> will be drained from the players I<food>.
575
576=item I<on_use_yield> <archetype>
577
578When this object is applied an instance of <archetype> will be created.
579
580=back
581
582=head3 B<BOOK> - type 8 - Readable books
583
584This type is basically for representing text books in the game.
585
586Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
587
588=over 4
589
590=item I<msg> <text>
591
592This is the contents of the book. When this field is unset
593at treasure generation a random text will be inserted.
594
595=item I<skill> <skill name>
596
597The skill required to read this book. (The most resonable
598skill would be literacy).
599
600=item I<exp> <number>
601
602The experience points the player get for reading this book.
603
604=item I<subtype> <readable subtype>
605
606This field determines the type of the readable.
607Please see common/readable.C in the readable_message_types table.
608
609=back
610
611=head3 B<CLOCK> - type 9 - Clocks
612
613This type of objects just display the time when being applied.
614
615=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
616
617This is a spell effect of a moving bolt. It moves straigt forward
618through the map until something blocks it.
619If FLAG_REFLECTING is set it even reflects on walls.
620
621FLAG_IS_TURNABLE should be set on these objects.
622
623=over 4
624
625=item I<move_type> <movetype>
626
627This field affects the move type with which the lightning moves through
628the map and which map cells will reflect or block it.
629
630=item I<attacktype> <attacktype>
631
632The attacktype with which it hits the objects on the map.
633
634=item I<dam> <number>
635
636The damage this bolt inflicts when it hits objects on the map.
637
638=item I<Dex> <number>
639
640This is the fork percentage, it is reduced by 10 per fork.
641And the I<dam> field is halved on each fork.
642
643=item I<Con> (internal)
644
645This value is a percentage of which the forking lightning
646is deflected to the left. This value should be mostly used internally.
647
648=item I<duration> <number>
649
650The duration the bolt stays on a map cell. This field is decreased each time
651the object is processed (see the meaning of I<speed> and I<speed_left> fields in
652the generic object field description).
653
654=item I<range> <number>
655
656This is the range of the bolt, each space it advances this field is decreased.
657
658=back
659
660=head3 B<ARROW> - type 13 - Arrows
661
662This is the type for objects that represent projectiles like arrows.
663The movement of B<THROWN_OBJ>s behave similar to this type.
664
665Flying arrows are stopped either when they hit something blocking
666(I<move_block>) or something which is alive.
667If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
668set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
669damage with a small chance which is affected by the I<level> field of the arrow.
670
671If FLAG_REFLECTING is set on the arrow it will bounce off everything
672that is not alive and blocks it's movement.
673
674When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
675fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
676the object, to restore them once the arrow has been stopped.
677
678=over 4
679
680=item I<dam> <number>
681
682The amount of damage that is being done to the victim that gets hit.
683This field is recomputed when the arrow is fired and will consist
684of the sum of a damage bonus (see description of the B<BOW> type),
685the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
686and the arrows I<magic> field.
687
688=item I<wc> <number>
689
690The weapon class of the arrow, which has effect on the probability of hitting.
691
692It is recomputed when the arrow is being fired by this formula:
693
694 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
695 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
696
697When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
698level is not added.
699
700wc_mod is dependend on the fire mode of the bow. For a more detailed
701explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
702
703=item I<magic> <number>
704
705This field is added to the damage of the arrow when it is shot and
706will also improve it's I<speed> by 1/5 of it's value.
707
708=item I<attacktype> <attacktype>
709
710Bitfield which decides the attacktype of the damage, see include/attackinc.h
711On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
712
713=item I<level> <number> (interally used)
714
715The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
716see above in the B<ARROW> description.
717
718The I<level> is set when the arrow is fired to either the skill level or the
719shooters level.
720
721=item I<speed> <number> (internal)
722
723This field shouldn't be set directly in the archetype, the arrow will get it's
724I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
725arrow will be stopped immediatly.
726
727On fireing the I<speed> of the arrow is computed of 1/5 of the
728sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
729of the bows I<dam> field is added to the I<speed> of the arrow.
730
731The minimum I<speed> of an arrow is 1.0.
732
733While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
734
735If the I<speed> is above 10.0 it goes straight through the creature it hits and
736it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
737stopped and either sticked into the victim (see I<weight> field description) or
738put on it's map square (if it didn't break, see description of the I<food> field).
739
740=item I<weight> <number>
741
742This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
743the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
744
745=item I<food> <number>
746
747The breaking percentage. 100 (%) means: breaks on usage for sure.
748
749=item I<inventory> (internal)
750
751If the flying/moving object has something in it's inventory and it stops, it
752will be replaced with it's inventory. Otherwise it will be handled as usual,
753which means: it will be calculated whether the arrow breaks and it will be
754reset for reuse.
755
756=item I<slaying> <string>
757
758When the bow that fires this arrow has it's I<slaying> field set it is copied
759to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
760
761=item I<move_type> <movetype> (internally used)
762
763This field is set when the arrow is shot to MOVE_FLY_LOW.
764
765=item I<move_on> <movetype> (internally used)
766
767This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
768
769=item I<race> <string>
770
771The I<race> field is a unique key that assigns arrows, bows and quivers. When
772shooting an arrow the bows I<race> is used to search for arrows (which have the
773same I<race> as the bow) in the players inventory and will recursively search in
774the containers (which are applied and have the same I<race> as the bow and the arrow).
775
776=back
777
778=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
779
780TODO, but take into account B<ARROW> description above!
781
782=head3 B<WEAPON> - type 15 - Weapons
783
784This type is for general hack and slash weapons like swords, maces
785and daggers and and ....
786
787=over 4
788
789=item I<weapontype> <type id>
790
791decides what attackmessages are generated, see include/define.h
792
793=item I<attacktype> <bitmask>
794
795bitfield which decides the attacktype of the damage, see include/attackinc.h
796
797=item I<dam> <number>
798
799amount of damage being done with the attacktype
800
801=item I<item_power> <level>
802
803the itempower of this weapon.
804
805=item I<name>
806
807the name of the weapon.
808
809=item I<level> (internal)
810
811The improvement state of the weapon.
812If this field is greater than 0 the I<name> field starts with the
813characters name who improved this weapon.
814
815=item I<last_eat> (internal)
816
817This seems to be the amount of improvements of a weapon,
818the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
819
820 ((who->level / 5) + 5) >= op->last_eat
821
822=item I<last_sp>
823
824the weapon speed (see magic description)
825
826=item I<food> <number>
827
828addition to food regeneration of the player
829
830=item I<hp> <number>
831
832addition to health regeneration
833
834=item I<sp> <number>
835
836addition to mana regeneration
837
838=item I<grace> <number>
839
840addititon to grace regeneration
841
842=item I<gen_sp_armour> <number>
843
844the players I<gen_sp_armour> field (which is per default 10) is being added the
845<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
846do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
847I<gen_sp_armour> limits the amout of regenerated spellpoints.
848
849Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
850I<sp> regeneration.
851
852=item I<body_BODYSLOT>
853
854The part/slot of the body you need to use this weapon, possible values for
855C<BODYSLOT> should be looked up in common/item.C at body_locations.
856
857The value (in the range C<-7..7>) gives the number of those body slots
858used up by the item (if negative) or the number of body slots this object
859has (if positive, e.g. for monsters or players). The special value C<0>
860indicates that this object cannot equip items requiring these body slots.
861
862=item I<resist_RESISTANCY> <number>
863
864this is the factor with which the difference of the players resistancy and 100%
865is multiplied, something like this:
866
867 additional_resistancy = (100 - current_resistancy) * (<number>/100)
868
869if <number> is negative it is added to the total vulnerabilities,
870and later the total resistance is decided by:
871
872 'total resistance = total protections - total vulnerabilities'
873
874see also common/living.C:fix_player.
875
876=item I<path_(attuned|repelled|denied)>
877
878this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
879for the pathes.
880
881=item I<luck> <number>
882
883this luck is added to the players I<luck>
884
885=item I<move_type>
886
887if the weapon has a I<move_type> set the player inherits it's I<move_type>
888
889=item I<exp> <number>
890
891the added_speed and bonus_speed of the player is raised by <number>/3.
892if <number> < 0 then the added_speed is decreased by <number>
893
894=item I<weight>
895
896the weight of the weapon
897
898=item I<magic>
899
900the I<magic> field affects the amounts of the following fields:
901
902 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
903
904 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
905
906 - dam: the players dam is adjusted by: player->dam += (dam + magic)
907
908 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
909 (minium is 0)
910
911=item I<ac> <number>
912
913the amount of ac points the player's I<ac> is decreased when applying this object.
914
915=item I<wc> <number>
916
917the amount of wc points the player's I<wc> is decreased when applying this object.
918
919=back
920
921=head4 Player inherits following flags from weapons:
922
923 FLAG_LIFESAVE
924 FLAG_REFL_SPELL
925 FLAG_REFL_MISSILE
926 FLAG_STEALTH
927 FLAG_XRAYS
928 FLAG_BLIND
929 FLAG_SEE_IN_DARK
930 FLAG_UNDEAD
931
932=head3 B<GRIMREAPER> - type 28 - Grimreapers
933
934These type are mostly used for monsters, they give the
935monster the ability to dissapear after 10 hits with AT_DRAIN.
936
937=over 4
938
939=item I<value> <number>
940
941This field stores the hits the monster did yet.
942
943=back
944
945=head3 B<CREATOR> - type 42 - Object creators
946
947Once a creator is activated by a connection it creates a number of objects
948(cloned from it's inventory or a new object derived from the archetype
949named in the other_arch slot).
950
951If FLAG_LIVESAFE is set the number of uses is unlimited.
952
953=over 4
954
955=item I<hp> <number>
956
957If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
958be used.
959
960=item I<speed> <number>
961
962If I<speed> is set the creator will create an object periodically,
963see I<speed> and I<speed_left> fields in the general object field description
964for more details.
965
966=item I<slaying> <string>
967
968If set the generated object's name and title will be set to this.
969
970=item I<other_arch> <string>
971
972If the inventory of the creator is empty new objects will be derived from the
973archetype named by <string>.
974
975=item I<connected> <number>
976
977See generic object field description.
978
979=back
980
981=head3 B<DRINK> - type 54 - Drinkable stuff
982
983See B<FOOD> description.
984
985=head3 B<CHECK_INV> - type 64 - Inventory checkers
986
987This object checks whether the player has a specific item in his
988inventory when he moves above the inventory checker. If the player has
989the item (or not, which can be controlled with a flag) a connection will be triggered.
990
991If you set I<move_block> you can deny players and monsters to reach the space where
992the inventory checker is on, see I<move_block> description below.
993
994The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
995So matching one of those conditions is enough.
996
997=over 4
998
999=item I<move_block> <move type bitmask>
1000
1001If you set this field to block a movetype the move code will block any moves
1002onto the space with the inventory checker, IF the moving object doesn't have
1003(or has - if I<last_sp> = 0) the item that the checker is searching for.
1004
1005=item I<last_sp> (0|1)
1006
1007If I<last_sp> is 1 'having' the item that is being checked for will
1008activate the connection or make the space with the checker non-blocking.
1009If I<last_sp> is 0 'not having' the item will activate the connection
1010or make the space with the checker non-blocking.
1011
1012=item I<last_heal> (0|1)
1013
1014If I<last_heal> is 1 the matching item will be removed if the inventory checker
1015activates a connection and finds the item in the inventory.
1016
1017(A inventory checker that blocks a space won't remove anything from inventories)
1018
1019=item I<hp> <number>
1020
1021If this field is not 0 the inventory checker will search for an object
1022with the type id <number>.
1023
1024=item I<slaying> <string>
1025
1026If this field is set the inventory checker will search for an object that
1027has the same string in the I<slaying> field (for example a key string of a key).
1028
1029=item I<race> <string>
1030
1031If this field is set the inventory checker will search for an object which
1032has the archetype name that matches <string>.
1033
1034=item I<connected> <connection id>
1035
1036This is the connection that will be activated. The connection is
1037'pushed' when someone enters the space with the inventory checker,
1038and it is 'released' when he leaves it.
1039
1040See also the description of the I<connected> field in the generic object field
1041section.
1042
1043=back
1044
343=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters 1045=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
344 1046
345speed == 0 for triggered mood changes, speed != 0 for non-triggered mood 1047speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
346changes. 1048changes.
347 1049
354 who triggers the square. This setting 1056 who triggers the square. This setting
355 is not enabled for continous operation 1057 is not enabled for continous operation
356 5: 'destroy mons' destroy any monsters on this space 1058 5: 'destroy mons' destroy any monsters on this space
357 6: 'destroy pets' destroy friendly monsters on this space 1059 6: 'destroy pets' destroy friendly monsters on this space
358 1060
359=head3 B<TRANSPORT> - type 2 - Player transports
360
361This type is implemented by the transport extension and has currently no special
362fields that affect it.
363
364=head3 B<ROD> - type 3 - Rods that fire spells
365
366Rods contain spells and can be fired by a player.
367
368=over 4
369
370=item I<level> <number>
371
372This field is used for calculating the spell level that can be fired
373with this rod, it's also the maximum level of the spell that can be fired.
374The level of the spell that is being fired depends mostly on
375the 'use magic item' skill level of the player and 1/10 of the level of the
376rod is added as bonus.
377
378=item I<hp> <number>
379
380The amount of spellpoints this rod has left.
381
382=item I<maxhp> <number>
383
384The maximum amount of spellpoints this rod has.
385
386=item I<skill> <skill name>
387
388This field determines which skill you need to apply this object.
389
390=back
391
392=head3 B<TREASURE> - type 4 - Treasures
393
394This type of objects are for random treasure generation in maps.
395If this object is applied by a player it will replace itself with it's
396inventory. If it is automatically applied
397generate a treasure and replace itself with the generated treasure.
398
399Chests are also of this type, their treasures are generated by
400the auto apply code on map instantiation.
401
402=over 4
403
404=item I<hp> <number>
405
406The number of treasures to generate.
407
408=item I<exp> <level>
409
410If FLAG_AUTO_APPLY is not set the exp field has no further meaning
411and the difficulty for the treasurecode only depends on the maps difficulty,
412otherwise the exp field has the following meaning:
413
414If this field is not 0 it is passed as the difficulty
415to the treasure generation code to determine how good, how much
416worth a treasure is or what bonuses it is given by the treasure code.
417
418If this field is not set or 0 the difficulty of the map is passed to the treasure
419generation code.
420
421=item I<randomitems> <treasurelist>
422
423The treasurelist to use to generate the treasure which is put in the
424treasure objects inventory.
425
426=back
427
428=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
429
430These objects contain a spell and will emit it on apply, which most
431of the time has the meaning of 'drinking'.
432
433If no resistancy field, stat field or attacktype is set and no spell
434is put in the potion by the sp field or the randomitems the
435potion will become an artifact and the artifact code decides which kind
436of potion will be generated.
437
438If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
439will yield an explosion and hurt the player.
440
441=over 4
442
443=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
444
445These stat fields determine how many stat points the player gets
446when he applies this potion.
447
448If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
449
450=item I<sp> <number>
451
452If this field is set and the randomitems field is not set
453the field is interpreted as spell number, please look the right
454number up in common/loader.C.
455
456If this field is set the randomitems field will be unset by the
457map loading code.
458
459=item I<attacktype> <attacktype>
460
461This field has some special meaning in potions, currently the
462bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
463restoration potion or improvement potion.
464See include/attackinc.h for the bits of these types.
465
466If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
467will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
468set the player will be drained a random stat by inserting an ARCH_DEPLETION
469into him.
470
471If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
472When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
473
474=item I<resist_RESISTANCY> <number>
475
476If this stat is set and no spell is in the potion the potion
477will create a force that give the player this specific resistancy.
478The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
479and the potion will last 10 times longer than the default force archetype
480FORCE_NAME (at the moment of this writing spell/force.arc).
481
482=item I<randomitems> <treasurelist>
483
484The inventory/spell of the potion will be created by calling the treasure code
485with the treasurelist specified here. (I guess it's highly undefined what
486happens if there is not a spell in the potions inventory).
487
488=item I<on_use_yield> <archetype>
489
490When this object is applied an instance of <archetype> will be created.
491
492=item I<subtypes> <potion subtype>
493
494see include/spells.h for possible potion subtypes, there are currently 4:
495
496=over 4
497
498=item POT_SPELL
499
500Unused, default behaiour of a potion.
501
502=item POT_DUST
503
504This potion can be thrown to cast the spell that it has in it's inventory,
505the behaviour is not defined if there is not a B<SPELL> in the inventory and the
506server will log an error.
507
508=item POT_FIGURINE
509
510Unused, default behaiour of a potion.
511
512=item POT_BALM
513
514Unused, default behaiour of a potion.
515
516=back
517
518=back
519
520=head3 B<FOOD> - type 6 - Eatable stuff
521
522This is for objects that are representing general eatables like
523beef or bread.
524
525The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
526give different messages.
527
528The specialty of B<FLESH> is that it inherits the resistancies of the
529monsters it was generated in and will let dragons raise their resistancies
530with that. If the monster has the B<POISON> attacktype the B<FLESH>
531will change into B<POISON>.
532
533If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
534and if he doesn't find any of that he will start eating B<FLESH>.
535
536=over 4
537
538=item I<title> <string>
539
540If the food has B<title> set or is cursed it is considered 'special', which
541means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
542I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
543on the player.
544
545The higher the I<food> field is the longer the improvement of the player lasts
546(except for I<hp> and I<sp>).
547
548=item I<food> <number>
549
550This is the amount of food points the player gets when he eats this.
551
552=item I<on_use_yield> <archetype>
553
554When this object is applied an instance of <archetype> will be created.
555
556=back
557
558=head3 B<POISON> - type 7 - Poisonous stuff
559
560This type is for objects that can poison the player when he drinks/applies it.
561When applied it will hit the attacked with AT_POISON and will create
562a B<POISONING> object in the one who was hit.
563
564=over 4
565
566=item I<level> <number>
567
568This field affects the propability of poisoning. The higher the level difference
569between the one who is hit and the poision the more propable it is the attacked
570one will be poisoned.
571
572=item I<slaying> <race>
573
574This field has the usual meaning of 'slaying', when the
575poisoned's race matches the I<slaying> field the damage done by the poison
576is multiplied by 3.
577
578=item I<hp> <number>
579
580This is the amount of damage the player will receive from applying this. The
581attacktype AT_POISON will be used to hit the player and the damage will
582determine the strenght, duration and depletion of stats of the poisoning. The
583created B<POISONING> object which is being placed in the one who was attacked will
584get the damage from this field (which is maybe adjusted by slaying or the
585resistancies).
586
587=item I<food> <number>
588
5891/4 of <number> will be drained from the players I<food>.
590
591=item I<on_use_yield> <archetype>
592
593When this object is applied an instance of <archetype> will be created.
594
595=back
596
597=head3 B<BOOK> - type 8 - Readable books
598
599This type is basically for representing text books in the game.
600
601Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
602
603=over 4
604
605=item I<msg> <text>
606
607This is the contents of the book. When this field is unset
608at treasure generation a random text will be inserted.
609
610=item I<skill> <skill name>
611
612The skill required to read this book. (The most resonable
613skill would be literacy).
614
615=item I<exp> <number>
616
617The experience points the player get for reading this book.
618
619=item I<subtype> <readable subtype>
620
621This field determines the type of the readable.
622Please see common/readable.C in the readable_message_types table.
623
624=back
625
626=head3 B<CLOCK> - type 9 - Clocks
627
628This type of objects just display the time when being applied.
629
630=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
631
632This is a spell effect of a moving bolt. It moves straigt forward
633through the map until something blocks it.
634If FLAG_REFLECTING is set it even reflects on walls.
635
636FLAG_IS_TURNABLE should be set on these objects.
637
638=over 4
639
640=item I<move_type> <movetype>
641
642This field affects the move type with which the lightning moves through
643the map and which map cells will reflect or block it.
644
645=item I<attacktype> <attacktype>
646
647The attacktype with which it hits the objects on the map.
648
649=item I<dam> <number>
650
651The damage this bolt inflicts when it hits objects on the map.
652
653=item I<Dex> <number>
654
655This is the fork percentage, it is reduced by 10 per fork.
656And the I<dam> field is halved on each fork.
657
658=item I<Con> (internal)
659
660This value is a percentage of which the forking lightning
661is deflected to the left. This value should be mostly used internally.
662
663=item I<duration> <number>
664
665The duration the bolt stays on a map cell. This field is decreased each time
666the object is processed (see the meaning of I<speed> and I<speed_left> fields in
667the generic object field description).
668
669=item I<range> <number>
670
671This is the range of the bolt, each space it advances this field is decreased.
672
673=back
674
675=head3 B<ARROW> - type 13 - Arrows
676
677This is the type for objects that represent projectiles like arrows.
678The movement of B<THROWN_OBJ>s behave similar to this type.
679
680Flying arrows are stopped either when they hit something blocking
681(I<move_block>) or something which is alive.
682If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
683set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
684damage with a small chance which is affected by the I<level> field of the arrow.
685
686If FLAG_REFLECTING is set on the arrow it will bounce off everything
687that is not alive and blocks it's movement.
688
689When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
690fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
691the object, to restore them once the arrow has been stopped.
692
693=over 4
694
695=item I<dam> <number>
696
697The amount of damage that is being done to the victim that gets hit.
698This field is recomputed when the arrow is fired and will consist
699of the sum of a damage bonus (see description of the B<BOW> type),
700the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
701and the arrows I<magic> field.
702
703=item I<wc> <number>
704
705The weapon class of the arrow, which has effect on the propability of hitting.
706
707It is recomputed when the arrow is being fired by this formula:
708
709 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
710 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
711
712When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
713level is not added.
714
715wc_mod is dependend on the fire mode of the bow. For a more detailed
716explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
717
718=item I<magic> <number>
719
720This field is added to the damage of the arrow when it is shot and
721will also improve it's I<speed> by 1/5 of it's value.
722
723=item I<attacktype> <attacktype>
724
725Bitfield which decides the attacktype of the damage, see include/attackinc.h
726On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
727
728=item I<level> <number> (interally used)
729
730The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
731see above in the B<ARROW> description.
732
733The I<level> is set when the arrow is fired to either the skill level or the
734shooters level.
735
736=item I<speed> <number> (internal)
737
738This field shouldn't be set directly in the archetype, the arrow will get it's
739I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
740arrow will be stopped immediatly.
741
742On fireing the I<speed> of the arrow is computed of 1/5 of the
743sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
744of the bows I<dam> field is added to the I<speed> of the arrow.
745
746The minimum I<speed> of an arrow is 1.0.
747
748While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
749
750If the I<speed> is above 10.0 it goes straight through the creature it hits and
751it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
752stopped and either sticked into the victim (see I<weight> field description) or
753put on it's map square (if it didn't break, see description of the I<food> field).
754
755=item I<weight> <number>
756
757This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
758the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
759
760=item I<food> <number>
761
762The breaking percentage. 100 (%) means: breaks on usage for sure.
763
764=item I<inventory> (internal)
765
766If the flying/moving object has something in it's inventory and it stops, it
767will be replaced with it's inventory. Otherwise it will be handled as usual,
768which means: it will be calculated whether the arrow breaks and it will be
769reset for reuse.
770
771=item I<slaying> <string>
772
773When the bow that fires this arrow has it's I<slaying> field set it is copied
774to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
775
776=item I<move_type> <movetype> (internally used)
777
778This field is set when the arrow is shot to MOVE_FLY_LOW.
779
780=item I<move_on> <movetype> (internally used)
781
782This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
783
784=item I<race> <string>
785
786The I<race> field is a unique key that assigns arrows, bows and quivers. When
787shooting an arrow the bows I<race> is used to search for arrows (which have the
788same I<race> as the bow) in the players inventory and will recursively search in
789the containers (which are applied and have the same I<race> as the bow and the arrow).
790
791=back
792
793=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
794
795TODO, but take into account B<ARROW> description above!
796
797=head3 B<WEAPON> - type 15 - Weapons
798
799This type is for general hack and slash weapons like swords, maces
800and daggers and and ....
801
802=over 4
803
804=item I<weapontype> <type id>
805
806decides what attackmessages are generated, see include/define.h
807
808=item I<attacktype> <bitmask>
809
810bitfield which decides the attacktype of the damage, see include/attackinc.h
811
812=item I<dam> <number>
813
814amount of damage being done with the attacktype
815
816=item I<item_power> <level>
817
818the itempower of this weapon.
819
820=item I<name>
821
822the name of the weapon.
823
824=item I<level> (internal)
825
826The improvement state of the weapon.
827If this field is greater than 0 the I<name> field starts with the
828characters name who improved this weapon.
829
830=item I<last_eat> (internal)
831
832This seems to be the amount of improvements of a weapon,
833the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
834
835 ((who->level / 5) + 5) >= op->last_eat
836
837=item I<last_sp>
838
839the weapon speed (see magic description)
840
841=item I<food> <number>
842
843addition to food regeneration of the player
844
845=item I<hp> <number>
846
847addition to health regeneration
848
849=item I<sp> <number>
850
851addition to mana regeneration
852
853=item I<grace> <number>
854
855addititon to grace regeneration
856
857=item I<gen_sp_armour> <number>
858
859the players I<gen_sp_armour> field (which is per default 10) is being added the
860<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
861do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
862I<gen_sp_armour> limits the amout of regenerated spellpoints.
863
864Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
865I<sp> regeneration.
866
867=item I<body_BODYSLOT>
868
869The part/slot of the body you need to use this weapon, possible values for
870C<BODYSLOT> should be looked up in common/item.C at body_locations.
871
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>
877
878this is the factor with which the difference of the players resistancy and 100%
879is multiplied, something like this:
880
881 additional_resistancy = (100 - current_resistancy) * (<number>/100)
882
883if <number> is negative it is added to the total vulnerabilities,
884and later the total resistance is decided by:
885
886 'total resistance = total protections - total vulnerabilities'
887
888see also common/living.C:fix_player.
889
890=item I<path_(attuned|repelled|denied)>
891
892this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
893for the pathes.
894
895=item I<luck> <number>
896
897this luck is added to the players I<luck>
898
899=item I<move_type>
900
901if the weapon has a I<move_type> set the player inherits it's I<move_type>
902
903=item I<exp> <number>
904
905the added_speed and bonus_speed of the player is raised by <number>/3.
906if <number> < 0 then the added_speed is decreased by <number>
907
908=item I<weight>
909
910the weight of the weapon
911
912=item I<magic>
913
914the I<magic> field affects the amounts of the following fields:
915
916 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
917
918 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
919
920 - dam: the players dam is adjusted by: player->dam += (dam + magic)
921
922 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
923 (minium is 0)
924
925=item I<ac> <number>
926
927the amount of ac points the player's I<ac> is decreased when applying this object.
928
929=item I<wc> <number>
930
931the amount of wc points the player's I<wc> is decreased when applying this object.
932
933=back
934
935=head4 Player inherits following flags from weapons:
936
937 FLAG_LIFESAVE
938 FLAG_REFL_SPELL
939 FLAG_REFL_MISSILE
940 FLAG_STEALTH
941 FLAG_XRAYS
942 FLAG_BLIND
943 FLAG_SEE_IN_DARK
944 FLAG_UNDEAD
945
946=head3 B<GRIMREAPER> - type 28 - Grimreapers
947
948These type are mostly used for monsters, they give the
949monster the ability to dissapear after 10 hits with AT_DRAIN.
950
951=over 4
952
953=item I<value> <number>
954
955This field stores the hits the monster did yet.
956
957=back
958
959=head3 B<CREATOR> - type 42 - Object creators
960
961Once a creator is activated by a connection it creates a number of objects
962(cloned from it's inventory or a new object derived from the archetype
963named in the other_arch slot).
964
965If FLAG_LIVESAFE is set the number of uses is unlimited.
966
967=over 4
968
969=item I<hp> <number>
970
971If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
972be used.
973
974=item I<speed> <number>
975
976If I<speed> is set the creator will create an object periodically,
977see I<speed> and I<speed_left> fields in the general object field description
978for more details.
979
980=item I<slaying> <string>
981
982If set the generated object's name and title will be set to this.
983
984=item I<other_arch> <string>
985
986If the inventory of the creator is empty new objects will be derived from the
987archetype named by <string>.
988
989=item I<connected> <number>
990
991See generic object field description.
992
993=back
994
995=head3 B<DRINK> - type 54 - Drinkable stuff
996
997See B<FOOD> description.
998
999=head3 B<CHECK_INV> - type 64 - Inventory checkers
1000
1001This object checks whether the player has a specific item in his
1002inventory when he moves above the inventory checker. If the player has
1003the item (or not, which can be controlled with a flag) a connection will be triggered.
1004
1005If you set I<move_block> you can deny players and monsters to reach the space where
1006the inventory checker is on, see I<move_block> description below.
1007
1008The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
1009So matching one of those conditions is enough.
1010
1011=over 4
1012
1013=item I<move_block> <move type bitmask>
1014
1015If you set this field to block a movetype the move code will block any moves
1016onto the space with the inventory checker, IF the moving object doesn't have
1017(or has - if I<last_sp> = 0) the item that the checker is searching for.
1018
1019=item I<last_sp> (0|1)
1020
1021If I<last_sp> is 1 'having' the item that is being checked for will
1022activate the connection or make the space with the checker non-blocking.
1023If I<last_sp> is 0 'not having' the item will activate the connection
1024or make the space with the checker non-blocking.
1025
1026=item I<last_heal> (0|1)
1027
1028If I<last_heal> is 1 the matching item will be removed if the inventory checker
1029activates a connection and finds the item in the inventory.
1030
1031(A inventory checker that blocks a space won't remove anything from inventories)
1032
1033=item I<hp> <number>
1034
1035If this field is not 0 the inventory checker will search for an object
1036with the type id <number>.
1037
1038=item I<slaying> <string>
1039
1040If this field is set the inventory checker will search for an object that
1041has the same string in the I<slaying> field (for example a key string of a key).
1042
1043=item I<race> <string>
1044
1045If this field is set the inventory checker will search for an object which
1046has the archetype name that matches <string>.
1047
1048=item I<connected> <connection id>
1049
1050This is the connection that will be activated. The connection is
1051'pushed' when someone enters the space with the inventory checker,
1052and it is 'released' when he leaves it.
1053
1054See also the description of the I<connected> field in the generic object field
1055section.
1056
1057=back
1058
1059=head3 B<FLESH> - type 72 - Organs and body parts 1061=head3 B<FLESH> - type 72 - Organs and body parts
1060 1062
1061See B<FOOD> description. 1063See B<FOOD> description.
1062 1064
1063=head3 B<MISC_OBJECT> - type 79 - Misc. objects 1065=head3 B<MISC_OBJECT> - type 79 - Misc. objects

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