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Revision 1.40 by root, Thu Apr 15 00:36:51 2010 UTC

1=head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION 1=head1 DELIANTRA OBJECT AND INTERNALS DOCUMENTATION
2 2
3Here is all information about the object types Crossfire+ 3Here is all information about the object types Deliantra
4supports at the moment. This is not a complete documentation (yet) 4supports at the moment. This is not a complete documentation (yet)
5and browsing the source is still recommended to learn about 5and browsing the source is still recommended to learn about
6the objects that aren't documented here. 6the objects that aren't documented here.
7 7
8This documentation is in a sketchy state. It's mostly 8This documentation is in a sketchy state. It's mostly
33This document does explain the behaviour of the objects and the meaning of 33This document does explain the behaviour of the objects and the meaning of
34their fields in the server engine, which are derived from archetypes. 34their fields in the server engine, which are derived from archetypes.
35 35
36This is an example of an archetype: 36This is an example of an archetype:
37 37
38 Object button_trigger 38 object button_trigger
39 name button 39 name button
40 type 30 40 type 30
41 face button_sma.111 41 face button_sma.x11
42 anim 42 anim
43 button_sma.111 43 button_sma.x11
44 button_sma.112 44 button_sma.x12
45 mina 45 mina
46 is_animated 0 46 is_animated 0
47 exp 30 47 exp 30
48 no_pick 1 48 no_pick 1
49 walk_on 1 49 walk_on 1
111For non-player objects this field is not changed by server ticks. 111For non-player objects this field is not changed by server ticks.
112 112
113=item I<glow_radius> <number> 113=item I<glow_radius> <number>
114 114
115This field indicates how far an object glows. Default is a radius of 0 (no 115This field indicates how far an object glows. Default is a radius of 0 (no
116glowing at all). 116glowing at all). Negative glow radii darken areas - currently, negative
117glow radii are stronger than positive ones.
117 118
118=item I<speed> <number> 119=item I<speed> <float>
119 120
120If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 121If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
121on the active object list and will be processed each tick (see also speed_left!). 122on the active object list and will be processed each tick (see also speed_left!).
122 123
123If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed 124If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
124from the active object list and it won't experience any processing per tick. 125from the active object list and it won't experience any processing per tick.
125 126
127Negative speed settings in archetypes and files cause a speed_left
128randomisation on load or instantiatian, but for calculations, the absolute
129value is used always.
130
126=item I<speed_left> <number> 131=item I<speed_left> <float>
127 132
128If this field is greater than 0 and the object is on the 133If this field is greater than 0 and the object is on the
129active list (mostly means it's speed is also greater than 0): 134active list (mostly means it's speed is also greater than 0):
130 135
131 - speed_left is decreased by 1 136 - speed_left is decreased by 1
137 142
138This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED) 143This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
139the more seldom the object is processed. And the higher I<speed> is 144the more seldom the object is processed. And the higher I<speed> is
140the more often the object is processed. 145the more often the object is processed.
141 146
142=item I<connected> <number> 147=item I<connected> <identifier>
143 148
144When this field is set the object will be linked to a connection with the 149When this field is set the object will be linked to a connection with the
145id <number>. What happens when the connection is 'activated' depends on the 150same <identifier>. What happens when the connection is 'activated' depends on the
146type of the object. 151type of the object.
147 152
148FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control 153FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
149when to activate the object, see description of these below for further details. 154when to activate the object, see description of these below for further details.
150 155
213This field had a special meaning for crossedit, which used parts 218This field had a special meaning for crossedit, which used parts
214of the server code for editing. Wherever you see this field being 219of the server code for editing. Wherever you see this field being
215set in an archetype ignore it and/or remove it. No code interprets this 220set in an archetype ignore it and/or remove it. No code interprets this
216field anymore. 221field anymore.
217 222
223=item I<last_heal>, I<last_sp>
224
225For monsters and other living stuff that heals or regenarates hp or sp,
226these contain the fractional part of any healing that couldn't be applied
227to hp and sp yet.
228
218=back 229=back
219 230
220=head3 Flags 231=head3 Flags
221 232
222Here are the effects of the flags described. 233Here are the effects of the flags described.
263will be generated. 274will be generated.
264 275
265After the new object is created the I<hp> field from the old object is copied into 276After the new object is created the I<hp> field from the old object is copied into
266the new one. 277the new one.
267 278
268When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied
269to the new object.
270
271=item FLAG_IS_A_TEMPLATE (internal use) 279=item FLAG_IS_A_TEMPLATE (internal use)
272 280
273This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s, 281This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
274or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 282or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
275 283
300This flag is by default on. 308This flag is by default on.
301 309
302=item FLAG_NO_STEAL 310=item FLAG_NO_STEAL
303 311
304When this flag is set this object can't be stolen. The flag will be 312When this flag is set this object can't be stolen. The flag will be
305resetted once the object is placed on a map. 313reset once the object is placed on a map.
306 314
307When this flag is set on a monster it can defent attempts of stealing 315When this flag is set on a monster it can defend attempts at stealing
308(but in this context the flag is only used internally). 316(but in this context the flag is only used internally).
309 317
310=item FLAG_NO_SKILL_IDENT 318=item FLAG_NO_SKILL_IDENT
311 319
312This flag is mostly used internal and prevents unidentified objects 320This flag is mostly used internal and prevents unidentified objects
331 339
332This flag indicates whether a B<LIGHTER> can light this object. See also the 340This 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 341description of the B<LIGHTER> type. How easy you can light an item depends
334partially on the material of the object. 342partially on the material of the object.
335 343
344=item FLAG_MONSTER
345
346Enables NPC behaviour in general (both monster AI and friendly AI). Numerous fields
347change their meaning, including:
348
349=over 4
350
351=item I<wis>
352
353Governs the "wake-up radius" - the radius within a monster detects an enemy.
354
355Also, I<wis> governs pathfinding intelligence: 8 and up means the monster
356will partake in basic smell finding. 10 and up additionally spreads smell
357knowledge, and 15 and up additionally will try to perturb the path as to
358find shortcuts.
359
360=back
361
336=back 362=back
337 363
338=head2 Description of type specific fields and behaviour 364=head2 Description of type specific fields and behaviour
339 365
340The beginning of the headers of the following subsection 366The beginning of the headers of the following subsection
341are the server internal names for the objects types, see include/define.h. 367are the server internal names for the objects types, see include/define.h.
368
369=head3 B<TRANSPORT> - type 2 - Player transports
370
371This type is implemented by the transport extension and has currently no special
372fields that affect it.
373
374=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
375
376Rods contain spells and can be fired by a player.
377
378=over 4
379
380=item I<level> <number>
381
382This field is used for calculating the spell level that can be fired
383with this rod, it's also the maximum level of the spell that can be fired.
384The level of the spell that is being fired depends mostly on
385the 'use magic item' skill level of the player and 1/10 of the level of the
386rod is added as bonus.
387
388=item I<hp> <number>
389
390The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
391maxhp/10> per tick.
392
393=item I<maxhp> <number>
394
395The maximum amount of spellpoints this rod has.
396
397=item I<skill> <skill name>
398
399This field determines which skill you need to apply this object.
400
401=back
402
403=head3 B<TREASURE> - type 4 - Treasures
404
405This type of objects are for random treasure generation in maps.
406If this object is applied by a player it will replace itself with it's
407inventory. If it is automatically applied
408generate a treasure and replace itself with the generated treasure.
409
410Chests are also of this type, their treasures are generated by
411the auto apply code on map instantiation.
412
413=over 4
414
415=item I<hp> <number>
416
417The number of treasures to generate.
418
419=item I<exp> <level>
420
421If FLAG_AUTO_APPLY is not set the exp field has no further meaning
422and the difficulty for the treasurecode only depends on the maps difficulty,
423otherwise the exp field has the following meaning:
424
425If this field is not 0 it is passed as the difficulty
426to the treasure generation code to determine how good, how much
427worth a treasure is or what bonuses it is given by the treasure code.
428
429If this field is not set or 0 the difficulty of the map is passed to the treasure
430generation code.
431
432=item I<randomitems> <treasurelist>
433
434The treasurelist to use to generate the treasure which is put in the
435treasure objects inventory.
436
437=back
438
439=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
440
441These objects contain a spell and will emit it on apply, which most
442of the time has the meaning of 'drinking'.
443
444If no resistancy field, stat field or attacktype is set and no spell
445is put in the potion by the sp field or the randomitems the
446potion will become an artifact and the artifact code decides which kind
447of potion will be generated.
448
449If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
450will yield an explosion and hurt the player.
451
452=over 4
453
454=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
455
456These stat fields determine how many stat points the player gets
457when he applies this potion.
458
459If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
460
461=item I<sp> <number>
462
463If this field is set and the randomitems field is not set
464the field is interpreted as spell number, please look the right
465number up in common/loader.C.
466
467If this field is set the randomitems field will be unset by the
468map loading code.
469
470=item I<attacktype> <attacktype>
471
472This field has some special meaning in potions, currently the
473bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
474restoration potion or improvement potion.
475See include/attackinc.h for the bits of these types.
476
477If AT_DEPLETE is set the player will be restored and the "depletion"
478will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
479set the player will be drained a random stat by inserting an "depletion"
480into him.
481
482If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
483When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
484
485=item I<resist_RESISTANCY> <number>
486
487If this stat is set and no spell is in the potion the potion
488will create a force that give the player this specific resistancy.
489The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
490and the potion will last 10 times longer than the default force archetype
491FORCE_NAME (at the moment of this writing spell/force.arc).
492
493=item I<randomitems> <treasurelist>
494
495The inventory/spell of the potion will be created by calling the treasure code
496with the treasurelist specified here. (I guess it's highly undefined what
497happens if there is not a spell in the potions inventory).
498
499=item I<on_use_yield> <archetype>
500
501When this object is applied an instance of <archetype> will be created.
502
503=item I<subtypes> <potion subtype>
504
505see include/spells.h for possible potion subtypes, there are currently 4:
506
507=over 4
508
509=item POT_SPELL
510
511Unused, default behaiour of a potion.
512
513=item POT_DUST
514
515This potion can be thrown to cast the spell that it has in it's inventory,
516the behaviour is not defined if there is not a B<SPELL> in the inventory and the
517server will log an error.
518
519=item POT_FIGURINE
520
521Unused, default behaiour of a potion.
522
523=item POT_BALM
524
525Unused, default behaiour of a potion.
526
527=back
528
529=back
530
531=head3 B<FOOD> - type 6 - Edible stuff
532
533This is for objects that are representing general eatables like
534beef or bread.
535
536The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
537give different messages.
538
539The specialty of B<FLESH> is that it inherits the resistancies of the
540monsters it was generated in and will let dragons raise their resistancies
541with that. If the monster has the B<POISON> attacktype the B<FLESH>
542will change into B<POISON>.
543
544If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
545and if he doesn't find any of that he will start eating B<FLESH>.
546
547=over 4
548
549=item I<title> <string>
550
551If the food has B<title> set or is cursed it is considered 'special', which
552means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
553I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
554on the player.
555
556The higher the I<food> field is the longer the improvement of the player lasts
557(except for I<hp> and I<sp>).
558
559=item I<food> <number>
560
561This is the amount of food points the player gets when he eats this.
562
563=item I<on_use_yield> <archetype>
564
565When this object is applied an instance of <archetype> will be created.
566
567=back
568
569=head3 B<POISON> - type 7 - Poisonous stuff
570
571This type is for objects that can poison the player when he drinks/applies it.
572When applied it will hit the attacked with AT_POISON and will create
573a B<POISONING> object in the one who was hit.
574
575=over 4
576
577=item I<level> <number>
578
579This field affects the probability of poisoning. The higher the level difference
580between the one who is hit and the poision the more probable it is the attacked
581one will be poisoned.
582
583=item I<slaying> <race>
584
585This field has the usual meaning of 'slaying', when the
586poisoned's race matches the I<slaying> field the damage done by the poison
587is multiplied by 3.
588
589=item I<hp> <number>
590
591This is the amount of damage the player will receive from applying this. The
592attacktype AT_POISON will be used to hit the player and the damage will
593determine the strenght, duration and depletion of stats of the poisoning. The
594created B<POISONING> object which is being placed in the one who was attacked will
595get the damage from this field (which is maybe adjusted by slaying or the
596resistancies).
597
598=item I<food> <number>
599
6001/4 of <number> will be drained from the players I<food>.
601
602=item I<on_use_yield> <archetype>
603
604When this object is applied an instance of <archetype> will be created.
605
606=back
607
608=head3 B<BOOK> - type 8 - Readable books
609
610This type is basically for representing text books in the game.
611
612Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
613
614=over 4
615
616=item I<msg> <text>
617
618This is the contents of the book. When this field is unset
619at treasure generation a random text will be inserted.
620
621=item I<skill> <skill name>
622
623The skill required to read this book. (The most resonable
624skill would be literacy).
625
626=item I<exp> <number>
627
628The experience points the player get for reading this book.
629
630=item I<subtype> <readable subtype>
631
632This field determines the type of the readable.
633Please see common/readable.C in the readable_message_types table.
634
635=back
636
637=head3 B<CLOCK> - type 9 - Clocks
638
639This type of objects just display the time when being applied.
640
641=head3 B<VEIN> - type 10 - item veins for mining
642
643Provides a place to apply to mining skill to.
644
645=item I<other_arch> <archname>
646
647The architecture to create on a successful mine.
648
649=item I<food> <number>
650
651The number of items to produce from this vein.
652
653=item I<ac> <percentage>
654
655The base chance of getting an item.
656
657=item I<race> <identifier>
658
659Race of required extraction tools.
660
661=back
662
663=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
664
665This is a spell effect of a moving bolt. It moves straigt forward
666through the map until something blocks it.
667If FLAG_REFLECTING is set it even reflects on walls.
668
669FLAG_IS_TURNABLE should be set on these objects.
670
671=over 4
672
673=item I<move_type> <movetype>
674
675This field affects the move type with which the lightning moves through
676the map and which map cells will reflect or block it.
677
678=item I<attacktype> <attacktype>
679
680The attacktype with which it hits the objects on the map.
681
682=item I<dam> <number>
683
684The damage this bolt inflicts when it hits objects on the map.
685
686=item I<Dex> <number>
687
688This is the fork percentage, it is reduced by 10 per fork.
689And the I<dam> field is halved on each fork.
690
691=item I<Con> (internal)
692
693This value is a percentage of which the forking lightning
694is deflected to the left. This value should be mostly used internally.
695
696=item I<duration> <number>
697
698The duration the bolt stays on a map cell. This field is decreased each time
699the object is processed (see the meaning of I<speed> and I<speed_left> fields in
700the generic object field description).
701
702=item I<range> <number>
703
704This is the range of the bolt, each space it advances this field is decreased.
705
706=back
707
708=head3 B<ARROW> - type 13 - Arrows
709
710This is the type for objects that represent projectiles like arrows.
711The movement of B<THROWN_OBJ>s behave similar to this type.
712
713Flying arrows are stopped either when they hit something blocking
714(I<move_block>) or something which is alive.
715If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
716set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
717damage with a small chance which is affected by the I<level> field of the arrow.
718
719If FLAG_REFLECTING is set on the arrow it will bounce off everything
720that is not alive and blocks it's movement.
721
722When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
723fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
724the object, to restore them once the arrow has been stopped.
725
726=over 4
727
728=item I<dam> <number>
729
730The amount of damage that is being done to the victim that gets hit.
731This field is recomputed when the arrow is fired and will consist
732of the sum of a damage bonus (see description of the B<BOW> type),
733the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
734and the arrows I<magic> field.
735
736=item I<wc> <number>
737
738The weapon class of the arrow, which has effect on the probability of hitting.
739
740It is recomputed when the arrow is being fired by this formula:
741
742 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
743 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
744
745When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
746level is not added.
747
748wc_mod is dependend on the fire mode of the bow. For a more detailed
749explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
750
751=item I<magic> <number>
752
753This field is added to the damage of the arrow when it is shot and
754will also improve it's I<speed> by 1/5 of it's value.
755
756=item I<attacktype> <attacktype>
757
758Bitfield which decides the attacktype of the damage, see include/attackinc.h
759On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
760
761=item I<level> <number> (interally used)
762
763The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
764see above in the B<ARROW> description.
765
766The I<level> is set when the arrow is fired to either the skill level or the
767shooters level.
768
769=item I<speed> <number> (internal)
770
771This field shouldn't be set directly in the archetype, the arrow will get it's
772I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
773arrow will be stopped immediatly.
774
775On fireing the I<speed> of the arrow is computed of 1/5 of the
776sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
777of the bows I<dam> field is added to the I<speed> of the arrow.
778
779The minimum I<speed> of an arrow is 1.0.
780
781While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
782
783If the I<speed> is above 10.0 it goes straight through the creature it hits and
784its I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
785stopped and either stuck into the victim (see I<weight> field description) or
786put on its map square (if it didn't break, see description of the I<food> field).
787
788=item I<weight> <number>
789
790This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
791the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
792
793=item I<food> <number>
794
795The breaking percentage. 100 (%) means: breaks on usage for sure.
796
797=item I<inventory> (internal)
798
799If the flying/moving object has something in it's inventory and it stops, it
800will be replaced with it's inventory. Otherwise it will be handled as usual,
801which means: it will be calculated whether the arrow breaks and it will be
802reset for reuse.
803
804=item I<slaying> <string>
805
806When the bow that fires this arrow has it's I<slaying> field set it is copied
807to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
808
809=item I<move_type> <movetype> (internally used)
810
811This field is set when the arrow is shot to MOVE_FLY_LOW.
812
813=item I<move_on> <movetype> (internally used)
814
815This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
816
817=item I<race> <string>
818
819The I<race> field is a unique key that assigns arrows, bows and quivers. When
820shooting an arrow the bows I<race> is used to search for arrows (which have the
821same I<race> as the bow) in the players inventory and will recursively search in
822the containers (which are applied and have the same I<race> as the bow and the arrow).
823
824=back
825
826=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
827
828TODO, but take into account B<ARROW> description above!
829
830=head3 B<WEAPON> - type 15 - Weapons
831
832This type is for general hack and slash weapons like swords, maces
833and daggers and and ....
834
835=over 4
836
837=item I<weapontype> <type id>
838
839decides what attackmessages are generated, see include/define.h
840
841=item I<attacktype> <bitmask>
842
843bitfield which decides the attacktype of the damage, see include/attackinc.h
844
845=item I<dam> <number>
846
847amount of damage being done with the attacktype
848
849=item I<item_power> <level>
850
851the itempower of this weapon.
852
853=item I<name>
854
855the name of the weapon.
856
857=item I<level> (internal)
858
859The improvement state of the weapon.
860If this field is greater than 0 the I<name> field starts with the
861characters name who improved this weapon.
862
863=item I<last_eat> (internal)
864
865This seems to be the amount of improvements of a weapon,
866the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
867
868 ((who->level / 5) + 5) >= op->last_eat
869
870=item I<last_sp>
871
872the weapon speed (see magic description)
873
874=item I<food> <number>
875
876addition to food regeneration of the player
877
878=item I<hp> <number>
879
880addition to health regeneration
881
882=item I<sp> <number>
883
884addition to mana regeneration
885
886=item I<grace> <number>
887
888addititon to grace regeneration
889
890=item I<gen_sp_armour> <number>
891
892the players I<gen_sp_armour> field (which is per default 10) is being added the
893<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
894do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
895I<gen_sp_armour> limits the amout of regenerated spellpoints.
896
897Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
898I<sp> regeneration.
899
900=item I<body_BODYSLOT>
901
902The part/slot of the body you need to use this weapon, possible values for
903C<BODYSLOT> should be looked up in common/item.C at body_locations.
904
905The value (in the range C<-7..7>) gives the number of those body slots
906used up by the item (if negative) or the number of body slots this object
907has (if positive, e.g. for monsters or players). The special value C<0>
908indicates that this object cannot equip items requiring these body slots.
909
910=item I<resist_RESISTANCY> <number>
911
912this is the factor with which the difference of the players resistancy and 100%
913is multiplied, something like this:
914
915 additional_resistancy = (100 - current_resistancy) * (<number>/100)
916
917if <number> is negative it is added to the total vulnerabilities,
918and later the total resistance is decided by:
919
920 'total resistance = total protections - total vulnerabilities'
921
922see also common/living.C:fix_player.
923
924=item I<path_(attuned|repelled|denied)>
925
926this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
927for the pathes.
928
929=item I<luck> <number>
930
931this luck is added to the players I<luck>
932
933=item I<move_type>
934
935if the weapon has a I<move_type> set the player inherits it's I<move_type>
936
937=item I<exp> <number>
938
939the added_speed and bonus_speed of the player is raised by <number>/3.
940if <number> < 0 then the added_speed is decreased by <number>
941
942=item I<weight>
943
944the weight of the weapon
945
946=item I<magic>
947
948the I<magic> field affects the amounts of the following fields:
949
950 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
951
952 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
953
954 - dam: the players dam is adjusted by: player->dam += (dam + magic)
955
956 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
957 (minium is 0)
958
959=item I<ac> <number>
960
961the amount of ac points the player's I<ac> is decreased when applying this object.
962
963=item I<wc> <number>
964
965the amount of wc points the player's I<wc> is decreased when applying this object.
966
967=back
968
969=head4 Player inherits following flags from weapons:
970
971 FLAG_LIFESAVE
972 FLAG_REFL_SPELL
973 FLAG_REFL_MISSILE
974 FLAG_STEALTH
975 FLAG_XRAYS
976 FLAG_BLIND
977 FLAG_SEE_IN_DARK
978 FLAG_UNDEAD
979
980=head3 B<GRIMREAPER> - type 28 - Grimreapers
981
982These type are mostly used for monsters, they give the
983monster the ability to dissapear after 10 hits with AT_DRAIN.
984
985=over 4
986
987=item I<value> <number>
988
989This field stores the hits the monster did yet.
990
991=back
992
993=head3 B<CREATOR> - type 42 - Object creators
994
995Once a creator is activated by a connection it creates a number of objects
996(cloned from it's inventory or a new object derived from the archetype
997named in the other_arch slot).
998
999If FLAG_LIVESAFE is set the number of uses is unlimited.
1000
1001=over 4
1002
1003=item I<hp> <number>
1004
1005If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
1006be used.
1007
1008=item I<speed> <float>
1009
1010If I<speed> is set the creator will create an object periodically,
1011see I<speed> and I<speed_left> fields in the general object field description
1012for more details.
1013
1014=item I<slaying> <string>
1015
1016If set the generated object's name and title will be set to this.
1017
1018=item I<other_arch> <string>
1019
1020If the inventory of the creator is empty new objects will be derived from the
1021archetype named by <string>.
1022
1023=item I<connected> <identifier>
1024
1025See generic object field description.
1026
1027=back
1028
1029=head3 B<SKILL> - type 43 - Skills
1030
1031This type is basically for representing skills in the game.
1032
1033=over 4
1034
1035=item I<subtype> <skill number>
1036
1037=item I<skill> <string>
1038
1039The skill identifier used by other items, usually the skill name
1040
1041=item I<level> <percentage>
1042
1043not used?
1044
1045=item I<exp> <number>
1046
1047Base amount of experience in a skill, for skills not starting at zero.
1048
1049=item I<expmul> <float>
1050
1051Experience is multiplied by this factor.
1052
1053=item I<cached_sp> <integer>
1054
1055Used internally by the server (cannot be used in files).
1056
1057=back
1058
1059=head3 B<DRINK> - type 54 - Drinkable stuff
1060
1061See B<FOOD> description.
1062
1063=head3 B<CHECK_INV> - type 64 - Inventory checkers
1064
1065This object checks whether the player has a specific item in his
1066inventory when he moves above the inventory checker. If the player has
1067the item (or not, which can be controlled with a flag) a connection will be triggered.
1068
1069If you set I<move_block> you can deny players and monsters to reach the space where
1070the inventory checker is on, see I<move_block> description below.
1071
1072The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
1073So matching one of those conditions is enough.
1074
1075=over 4
1076
1077=item I<move_block> <move type bitmask>
1078
1079If you set this field to block a movetype the move code will block any moves
1080onto the space with the inventory checker, IF the moving object doesn't have
1081(or has - if I<last_sp> = 0) the item that the checker is searching for.
1082
1083=item I<last_sp> (0|1)
1084
1085If I<last_sp> is 1 'having' the item that is being checked for will
1086activate the connection or make the space with the checker non-blocking.
1087If I<last_sp> is 0 'not having' the item will activate the connection
1088or make the space with the checker non-blocking.
1089
1090=item I<last_heal> (0|1)
1091
1092If I<last_heal> is 1 the matching item will be removed if the inventory checker
1093activates a connection and finds the item in the inventory.
1094
1095(A inventory checker that blocks a space won't remove anything from inventories)
1096
1097=item I<hp> <number>
1098
1099If this field is not 0 the inventory checker will search for an object
1100with the type id <number>.
1101
1102=item I<slaying> <string>
1103
1104If this field is set the inventory checker will search for an object that
1105has the same string in the I<slaying> field (for example a key string of a key).
1106
1107=item I<race> <string>
1108
1109If this field is set the inventory checker will search for an object which
1110has the archetype name that matches <string>.
1111
1112=item I<connected> <identifier>
1113
1114This is the connection that will be activated. The connection is
1115'pushed' when someone enters the space with the inventory checker,
1116and it is 'released' when he leaves it.
1117
1118See also the description of the I<connected> field in the generic object
1119field section.
1120
1121=back
342 1122
343=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters 1123=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
344 1124
345speed == 0 for triggered mood changes, speed != 0 for non-triggered mood 1125speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
346changes. 1126changes.
354 who triggers the square. This setting 1134 who triggers the square. This setting
355 is not enabled for continous operation 1135 is not enabled for continous operation
356 5: 'destroy mons' destroy any monsters on this space 1136 5: 'destroy mons' destroy any monsters on this space
357 6: 'destroy pets' destroy friendly monsters on this space 1137 6: 'destroy pets' destroy friendly monsters on this space
358 1138
359=head3 B<TRANSPORT> - type 2 - Player transports 1139=head3 B<FLESH> - type 72 - Organs and body parts
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 1140
997See B<FOOD> description. 1141See B<FOOD> description.
998 1142
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
1060
1061See B<FOOD> description.
1062
1063=head3 B<MISC_OBJECT> - type 79 - Misc. objects 1143=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1064 1144
1065A type for any object that has no special behaviour. 1145A type for any object that has no special behaviour.
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 1146
1119=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators 1147=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1120 1148
1121This type of objects multiplies objects that are above it when it is activated. 1149This type of objects multiplies objects that are above it when it is activated.
1122You can even multiply by 0, which will destroy the object. 1150You can even multiply by 0, which will destroy the object.
1129 1157
1130=item I<other_arch> <string> 1158=item I<other_arch> <string>
1131 1159
1132The archetype name of the objects that should be multiplied. 1160The archetype name of the objects that should be multiplied.
1133 1161
1134=item I<connected> <number> 1162=item I<connected> <identifier>
1135 1163
1136See generic object field description. 1164See generic object field description.
1137 1165
1138=back 1166=back
1139 1167
1157when the connection is activated. This field only has effect when the 1185when the connection is activated. This field only has effect when the
1158connection is triggered. So if you put a closed hole on a map, and the 1186connection is triggered. So if you put a closed hole on a map, and the
1159connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the 1187connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1160connection was triggered once. 1188connection was triggered once.
1161 1189
1162=item I<connected> <connection id> 1190=item I<connected> <identifier>
1163 1191
1164This is the connection id, which lets the hole opening or closing when 1192This is the connection id, which lets the hole opening or closing when
1165activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1193activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1166at which connection state the object is activated. 1194at which connection state the object is activated.
1167 1195

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