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Revision 1.10 by elmex, Wed Dec 20 02:15:49 2006 UTC vs.
Revision 1.24 by root, Sat May 19 00:11:11 2007 UTC

7 7
8This documentation is in a sketchy state. It's mostly 8This documentation is in a sketchy state. It's mostly
9used to collect notes about the internal behaviour of the 9used to collect notes about the internal behaviour of the
10objects. 10objects.
11 11
12=head2 About the notation and terms
13
14The term 'archetype' stands for a collection of fields.
15The term 'object' stands for an archetype instance.
16The term 'field' is used for an object fields and archetype fields.
17
18Field names will be displayed like this: I<fieldname>
19
20Type names will be displayed like this: B<TYPENAME>
21
22Flag names will be displayer like this: FLAG_NAME
23
12=head2 About archetypes and objects 24=head2 About archetypes and objects
13 25
14Field denotes an attribute of an archetype. 26Archetypes are 'templates' of objects. If an object is derived
27from an archetype the object fields will be set to the corresponding
28fields in the archetype.
29
30When a map is instanciated (loaded), the 'object' description on the
31map are considered patches of the archetype.
32
33This document does explain the behaviour of the objects and the meaning of
34their fields in the server engine, which are derived from archetypes.
35
15This is an example of an archetype: 36This is an example of an archetype:
16 37
17 Object button_trigger 38 Object button_trigger
18 name button 39 name button
19 type 30 40 type 30
30 editable 48 51 editable 48
31 visibility 50 52 visibility 50
32 weight 1 53 weight 1
33 end 54 end
34 55
35This archetype has the name 'button_trigger' and the objects that 56The first B<field> is I<name>: 'button_trigger', which basically means that
36inherit from this archetype have the name 'button'. 57instances (objects) that are created/derived from this archetype have the
58name 'button' (which means that the field I<name> of the object will be set
59to the same value as the archetypes field I<name>).
37 60
38The next field 'type' decides the main behaviour of this archetype. 61The next field I<type> decides the behaviour of objects derived from this archetype.
39For a comprehensive list of types see include/define.h. For this case 62For a comprehensive list of types see include/define.h. For this case
40you might find a line like: 63you might find a line like:
41 64
42 #define TRIGGER_BUTTON        30 65 #define TRIGGER_BUTTON        30
43 66
44The server internally works with objects that 'inherit' attributes from 67The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED.
45an archetype. They have a similar set of attributes. 68For more information on this look in the Flags subsection in the next section
46 69
47The following documentation will also document the meaning of code internal 70The following documentation will also document the meaning of internal used
48attributes of objects. These attributes are marked as '(internal)' and can't 71fields of objects. These fields are marked as (internal) and can't
49or shouldn't be set by an archetype. If the internal names differs the 72or shouldn't be set by an archetype.
50external name (for the archetypes) for the attribute is written behind it.
51 73
52=head2 Description of generic archetype and object attributes 74=head2 Description of (mostly) generic object fields
53 75
54These are the fields that most of the objects have and/or their 76These are the fields that most of the objects have and/or their
55default behaviour. 77default behaviour.
56 78
57=over 4 79=over 4
58 80
59=item name <string> 81=item I<name> <string>
60 82
61The name of the object. 83The name of the object.
62 84
63=item name_pl <string> 85=item I<name_pl> <string>
64 86
65The name of a collection of these objects (the plural of the name). 87The name of a collection of these objects (the plural of the name).
66 88
67=item face <facename> 89=item I<face> <facename>
68 90
69The graphical appearance of this object. 91The graphical appearance of this object.
70 92
93=item I<x> <number>
94
95The x position of the object when it is on a map.
96
97=item I<y> <number>
98
99The y position of the object when it is on a map.
100
101=item I<map> (internal)
102
103The map the object is on.
104
71=item invisible <number> 105=item I<invisible> <number>
72 106
73If the <number> is greater than 0 the object is invisible. 107If the <number> is greater than 0 the object is invisible.
74For players this field reflects the duration of the invisibility 108For players this field reflects the duration of the invisibility
75and is decreased every tick by 1. 109and is decreased every tick by 1.
76 110
77For non-player objects this field is not changed by server ticks. 111For non-player objects this field is not changed by server ticks.
78 112
113=item I<glow_radius> <number>
114
115This field indicates how far an object glows. Default is a radius of 0 (no
116glowing at all).
117
79=item speed <number> 118=item I<speed> <number>
80 119
81If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 120If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
82on the active object list and will be processed each tick (see also speed_left!). 121on the active object list and will be processed each tick (see also speed_left!).
83 122
84If the speed field drops below the MIN_ACTIVE_SPEED the object is removed 123If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
85from the active object list and it won't experience any processing per tick. 124from the active object list and it won't experience any processing per tick.
86 125
87=item speed_left <number> 126=item I<speed_left> <number>
88 127
89If this field is greater than 0 and the object is on the 128If this field is greater than 0 and the object is on the
90active list (mostly means it's speed is also greater than 0): 129active list (mostly means it's speed is also greater than 0):
91 130
92 - speed_left is decreased by 1 131 - speed_left is decreased by 1
93 - and this object is processed and experiences a server tick. 132 - and this object is processed and experiences a server tick.
94 133
95If the object is on the active list and speed_left is lower or 134If the object is on the active list and I<speed_left> is lower or
96equal to 0 the absolute value of the speed field is added to speed_left 135equal to 0 the absolute value of the I<speed> is added to I<speed_left>
97on the end of the tick. 136on the end of the tick.
98 137
99This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) 138This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
100the more seldom the object is processed. And the higher the speed field is 139the more seldom the object is processed. And the higher I<speed> is
101the more often the object is processed. 140the more often the object is processed.
102 141
142=item I<connected> <number>
143
144When 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
146type of the object.
147
148FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
149when to activate the object, see description of these below for further details.
150
103=item no_drop (0|1) 151=item I<no_drop> (0|1)
104 152
105Sets the flag FLAG_NO_DROP. 153Sets the flag FLAG_NO_DROP.
106See Flags section below. 154See Flags section below.
107 155
108=item applied (0|1) 156=item I<applied> (0|1)
109 157
110Sets the flag FLAG_APPLIED. 158Sets the flag FLAG_APPLIED.
111See Flags section below. 159See Flags section below.
112 160
113=item is_used_up (0|1) 161=item I<is_used_up> (0|1)
114 162
115Sets the flag FLAG_IS_USED_UP. 163Sets the flag FLAG_IS_USED_UP.
116See Flags section below. 164See Flags section below.
117 165
166=item I<changing> (0|1)
167
168Sets the flag FLAG_CHANGING.
169See Flags section below.
170
118=item auto_apply (0|1) 171=item I<auto_apply> (0|1)
119 172
120Sets the flag FLAG_AUTO_APPLY. 173Sets the flag FLAG_AUTO_APPLY.
121See Flags section below. 174See Flags section below.
122 175
123=item no_steal (0|1) 176=item I<no_steal> (0|1)
124 177
125Sets the flag FLAG_NO_STEAL. 178Sets the flag FLAG_NO_STEAL.
126See Flags section below. 179See Flags section below.
127 180
128=item reflecting (0|1) 181=item I<reflecting> (0|1)
129 182
130Sets the flag FLAG_REFLECTING. 183Sets the flag FLAG_REFLECTING.
131See Flags section below. 184See Flags section below.
132 185
133=item reflect_spell (0|1) 186=item I<reflect_spell> (0|1)
134 187
135Sets the flag FLAG_REFL_SPELL. 188Sets the flag FLAG_REFL_SPELL.
136See Flags section below. 189See Flags section below.
137 190
138=item no_skill_ident (0|1) 191=item I<no_skill_ident> (0|1)
139 192
140Sets the flag FLAG_NO_SKILL_IDENT. 193Sets the flag FLAG_NO_SKILL_IDENT.
141See Flags section below. 194See Flags section below.
142 195
143=item activate_on_push (0|1) (default: 1) 196=item I<activate_on_push> (0|1) (default: 1)
144 197
145Sets the flag FLAG_ACTIVATE_ON_PUSH. 198Sets the flag FLAG_ACTIVATE_ON_PUSH.
146See Flags section below. 199See Flags section below.
147 200
148=item activate_on_release (0|1) (default: 1) 201=item I<activate_on_release> (0|1) (default: 1)
149 202
150Sets the flag FLAG_ACTIVATE_ON_RELEASE. 203Sets the flag FLAG_ACTIVATE_ON_RELEASE.
151See Flags section below. 204See Flags section below.
152 205
206=item I<is_lightable> (0|1)
207
208Sets the flag FLAG_IS_LIGHTABLE.
209See Flags section below.
210
153=item editable (more than deprecated) 211=item I<editable> (more than deprecated)
154 212
155This field had a special meaning for crossedit, which used parts 213This field had a special meaning for crossedit, which used parts
156of the server code for editing. Wherever you see this attribute being 214of the server code for editing. Wherever you see this field being
157set in an archetype ignore it and/or remove it. No code interprets this 215set in an archetype ignore it and/or remove it. No code interprets this
158field anymore. 216field anymore.
159 217
160=back 218=back
161 219
173 231
174This flag mostly states whether this object has been 'applied' by the player. 232This flag mostly states whether this object has been 'applied' by the player.
175For objects that are applied by the code or have this flag set in the archetype 233For objects that are applied by the code or have this flag set in the archetype
176it mostly means 'this object is active'. 234it mostly means 'this object is active'.
177 235
178For example the player adjustments of the hp/sp/grace fields and inheritance 236For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
179of flags from objects in his inventory is toggled by this flag. 237of flags from objects in his inventory is toggled by this flag.
180 238
181=item FLAG_IS_USED_UP 239=item FLAG_IS_USED_UP
182 240
183This flag controls whether an object is 'used up'. If it is set the 'food' field 241This flag controls whether an object is 'used up'. If it is set I<food>
184of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha 242is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
185it is removed.
186 243
187If also the flag FLAG_APPLIED is set, the 'duration' field controls whether 244If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
188this object is removed or not, see the Force type below for the meaning 245this object is removed or not, see the B<FORCE> type below for the meaning
189of the duration field in this context. 246of the duration field in this context.
190 247
191If FLAG_APPLIED is not set the object is destroyed. 248If FLAG_APPLIED is not set the object is destroyed.
192 249
250=item FLAG_CHANGING
251
252If the I<state> field of the object is 0 the object will be processed periodically
253(if I<speed> is set). If the I<state> field is 1 it won't be processed.
254
255This flag indicates that the object is changing into a different object.
256The object has to have the I<other_arch> field set. The object the changing object
257changes into is derived from the archetype in I<other_arch>.
258
259When the object does not have FLAG_ALIVE set the I<food> field will be decremented
260each time the object is processed, and if I<food> reaches 0 one new object will be generated.
261
262When the object has FLAG_ALIVE set the I<food> field is the number of objects that
263will be generated.
264
265After the new object is created the I<hp> field from the old object is copied into
266the new one.
267
268When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied
269to the new object.
270
193=item FLAG_IS_A_TEMPLATE (internal use) 271=item FLAG_IS_A_TEMPLATE (internal use)
194 272
195This flag is set on the inventory of generators like CREATORs and CONVERTERs, 273This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
196or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 274or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
197 275
198=item FLAG_AUTO_APPLY 276=item FLAG_AUTO_APPLY
199 277
200This flag has currently only meaning for the TREASURE type, see below. 278This flag has currently only meaning for the B<TREASURE> type, see below.
201 279
202=item FLAG_ACTIVATE_ON_PUSH 280=item FLAG_ACTIVATE_ON_PUSH
203 281
204This flag has only meaning for objects that can be linked together 282This flag has only meaning for objects that can be linked together
205with the 'connected' field and controls wether the object should 283by the I<connected> field and controls wether the object should
206be activated when the connection is 'pushed' or it is 'released'. 284be activated when the connection is 'pushed' or it is 'released'.
207 285
286What 'pushed' and 'released' means depends on the object that
287activates the connection.
288
208This flag is by default on. 289This flag is by default on.
209 290
210=item FLAG_ACTIVATE_ON_RELEASE 291=item FLAG_ACTIVATE_ON_RELEASE
211 292
212This flag has only meaning for objects that can be linked together 293This flag has only meaning for objects that can be linked together
213with the 'connected' field and controls wether the object should 294by the I<connected> field and controls wether the object should
214be activated when the connection is 'pushed' or it is 'released'. 295be activated when the connection is 'pushed' or it is 'released'.
296
297What 'pushed' and 'released' means depends on the object that
298activates the connection.
215 299
216This flag is by default on. 300This flag is by default on.
217 301
218=item FLAG_NO_STEAL 302=item FLAG_NO_STEAL
219 303
224(but in this context the flag is only used internally). 308(but in this context the flag is only used internally).
225 309
226=item FLAG_NO_SKILL_IDENT 310=item FLAG_NO_SKILL_IDENT
227 311
228This flag is mostly used internal and prevents unidentified objects 312This flag is mostly used internal and prevents unidentified objects
229(objects which don't have FLAG_IDENTIFIED set) being identified by 313(objects which don't have FLAG_IDENTIFIED set) being identified
230skills. 314multiple times by skills.
231 315
232This flag is used to mark objects to never being identified by a skill 316This flag is used to mark objects which were unsuccessfully identified by a
233once a player failed to identify an object. So that multiple tries 317players skill. So that multiple tries of identifying aren't more effective than
234of identifying aren't more effective than one. 318one.
235 319
236=item FLAG_REFLECTING 320=item FLAG_REFLECTING
237 321
238This flag is used by spell effects, LIGHTNING, THROWN_OBJ and ARROW 322This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
239to indicate whether this object reflects off walls. 323to indicate whether this object reflects off walls.
240 324
241=item FLAG_REFL_SPELL 325=item FLAG_REFL_SPELL
242 326
243This flag indicates whether something reflects spells, like spell reflecting 327This flag indicates whether something reflects spells, like spell reflecting
244amuletts. 328amuletts.
245 329
246=back 330=item FLAG_IS_LIGHTABLE
247 331
248=head2 Description of type specific attributes 332This flag indicates whether a B<LIGHTER> can light this object. See also the
333description of the B<LIGHTER> type. How easy you can light an item depends
334partially on the material of the object.
335
336=back
337
338=head2 Description of type specific fields and behaviour
249 339
250The beginning of the headers of the following subsection 340The beginning of the headers of the following subsection
251are 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.
252 342
343=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
344
345speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
346changes.
347
348 (based on value that last_sp takes):
349 0: 'furious' Makes all monsters aggressive
350 1: 'angry' As above but pets are unaffected
351 2: 'calm' Makes all monsters unaggressive
352 3: 'sleep' Puts all monsters to sleep
353 4: 'charm' Makes monster into a pet of person
354 who triggers the square. This setting
355 is not enabled for continous operation
356 5: 'destroy mons' destroy any monsters on this space
357 6: 'destroy pets' destroy friendly monsters on this space
358
253=head3 TRANSPORT - type 2 - Player transports 359=head3 B<TRANSPORT> - type 2 - Player transports
254 360
255This type is implemented by the transport extension and has currently no special 361This type is implemented by the transport extension and has currently no special
256attributes that affect it. 362fields that affect it.
257 363
258=head3 ROD - type 3 - Rods that fire spells 364=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
259 365
260Rods contain spells and can be fired by a player. 366Rods contain spells and can be fired by a player.
261 367
262=over 4 368=over 4
263 369
264=item level <number> 370=item I<level> <number>
265 371
266This attribute is used for calculating the spell level that can be fired 372This field is used for calculating the spell level that can be fired
267with this rod, it's also the maximum level of the spell that can be fired. 373with this rod, it's also the maximum level of the spell that can be fired.
268The level of the spell that is being fired depends mostly on 374The level of the spell that is being fired depends mostly on
269the 'use magic item' skill level of the player and 1/10 of the level of the 375the 'use magic item' skill level of the player and 1/10 of the level of the
270rod is added as bonus. 376rod is added as bonus.
271 377
272=item hp <number> 378=item I<hp> <number>
273 379
274The amount of spellpoints this rod has left. 380The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
381maxhp/10> per tick.
275 382
276=item maxhp <number> 383=item I<maxhp> <number>
277 384
278The maximum amount of spellpoints this rod has. 385The maximum amount of spellpoints this rod has.
279 386
280=item skill <skill name> 387=item I<skill> <skill name>
281 388
282This field determines which skill you need to apply this object. 389This field determines which skill you need to apply this object.
283 390
284=back 391=back
285 392
286=head3 TREASURE - type 4 - Treasures 393=head3 B<TREASURE> - type 4 - Treasures
287 394
288This type of objects are for random treasure generation in maps. 395This type of objects are for random treasure generation in maps.
289If this object is applied by a player it will replace itself with it's 396If this object is applied by a player it will replace itself with it's
290inventory. If it is automatically applied 397inventory. If it is automatically applied
291generate a treasure and replace itself with the generated treasure. 398generate a treasure and replace itself with the generated treasure.
293Chests are also of this type, their treasures are generated by 400Chests are also of this type, their treasures are generated by
294the auto apply code on map instantiation. 401the auto apply code on map instantiation.
295 402
296=over 4 403=over 4
297 404
298=item hp <number> 405=item I<hp> <number>
299 406
300The number of treasures to generate. 407The number of treasures to generate.
301 408
302=item exp <level> 409=item I<exp> <level>
303 410
304If FLAG_AUTO_APPLY is not set the exp field has no further meaning 411If FLAG_AUTO_APPLY is not set the exp field has no further meaning
305and the difficulty for the treasurecode only depends on the maps difficulty, 412and the difficulty for the treasurecode only depends on the maps difficulty,
306otherwise the exp field has the following meaning: 413otherwise the exp field has the following meaning:
307 414
310worth a treasure is or what bonuses it is given by the treasure code. 417worth a treasure is or what bonuses it is given by the treasure code.
311 418
312If this field is not set or 0 the difficulty of the map is passed to the treasure 419If this field is not set or 0 the difficulty of the map is passed to the treasure
313generation code. 420generation code.
314 421
315=item randomitems <treasurelist> 422=item I<randomitems> <treasurelist>
316 423
317The treasurelist to use to generate the treasure which is put in the 424The treasurelist to use to generate the treasure which is put in the
318treasure objects inventory. 425treasure objects inventory.
319 426
320=back 427=back
321 428
322=head3 POTION - type 5 - Potions for drinking and other nastynesses 429=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
323 430
324These objects contain a spell and will emit it on apply, which most 431These objects contain a spell and will emit it on apply, which most
325of the time has the meaning of 'drinking'. 432of the time has the meaning of 'drinking'.
326 433
327If no resistancy field, stat field or attacktype is set and no spell 434If no resistancy field, stat field or attacktype is set and no spell
332If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion 439If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
333will yield an explosion and hurt the player. 440will yield an explosion and hurt the player.
334 441
335=over 4 442=over 4
336 443
337=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 444=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
338 445
339These stat fields determine how many stat points the player gets 446These stat fields determine how many stat points the player gets
340when he applies this potion. 447when he applies this potion.
341 448
342If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 449If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
343 450
344=item sp <number> 451=item I<sp> <number>
345 452
346If this field is set and the randomitems field is not set 453If this field is set and the randomitems field is not set
347the field is interpreted as spell number, please look the right 454the field is interpreted as spell number, please look the right
348number up in common/loader.C. 455number up in common/loader.C.
349 456
350If this field is set the randomitems field will be unset by the 457If this field is set the randomitems field will be unset by the
351map loading code. 458map loading code.
352 459
353=item attacktype <attacktype> 460=item I<attacktype> <attacktype>
354 461
355This field has some special meaning in potions, currently the 462This field has some special meaning in potions, currently the
356bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 463bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
357restoration potion or improvement potion. 464restoration potion or improvement potion.
358See include/attackinc.h for the bits of these types. 465See include/attackinc.h for the bits of these types.
363into him. 470into him.
364 471
365If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 472If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
366When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 473When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
367 474
368=item resist_<resistancy> <number> 475=item I<resist_RESISTANCY> <number>
369 476
370If this stat is set and no spell is in the potion the potion 477If this stat is set and no spell is in the potion the potion
371will create a force that give the player this specific resistancy. 478will create a force that give the player this specific resistancy.
372The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 479The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
373and the potion will last 10 times longer than the default force archetype 480and the potion will last 10 times longer than the default force archetype
374FORCE_NAME (at the moment of this writing spell/force.arc). 481FORCE_NAME (at the moment of this writing spell/force.arc).
375 482
376=item randomitems <treasurelist> 483=item I<randomitems> <treasurelist>
377 484
378The inventory/spell of the potion will be created by calling the treasure code 485The inventory/spell of the potion will be created by calling the treasure code
379with the treasurelist specified here. (I guess it's highly undefined what 486with the treasurelist specified here. (I guess it's highly undefined what
380happens if there is not a spell in the potions inventory). 487happens if there is not a spell in the potions inventory).
381 488
382=item on_use_yield <archetype> 489=item I<on_use_yield> <archetype>
383 490
384When this object is applied an instance of <archetype> will be created. 491When this object is applied an instance of <archetype> will be created.
385 492
386=item subtypes <potion subtype> 493=item I<subtypes> <potion subtype>
387 494
388see include/spells.h for possible potion subtypes, there are currently 4: 495see include/spells.h for possible potion subtypes, there are currently 4:
389 496
390=over 4 497=over 4
391 498
394Unused, default behaiour of a potion. 501Unused, default behaiour of a potion.
395 502
396=item POT_DUST 503=item POT_DUST
397 504
398This potion can be thrown to cast the spell that it has in it's inventory, 505This potion can be thrown to cast the spell that it has in it's inventory,
399the behaviour is not defined if there is not a spell in the inventory and the 506the behaviour is not defined if there is not a B<SPELL> in the inventory and the
400server will log an error. 507server will log an error.
401 508
402=item POT_FIGURINE 509=item POT_FIGURINE
403 510
404Unused, default behaiour of a potion. 511Unused, default behaiour of a potion.
409 516
410=back 517=back
411 518
412=back 519=back
413 520
414=head3 FOOD - type 6 - Eatable stuff 521=head3 B<FOOD> - type 6 - Eatable stuff
415 522
416This is for objects that are representing general eatables like 523This is for objects that are representing general eatables like
417beef or bread. 524beef or bread.
418 525
419The main difference between FOOD, FLESH and DRINK is that they 526The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
420give different messages. 527give different messages.
421 528
422The specialty of FLESH is that it inherits the resistancies of the 529The specialty of B<FLESH> is that it inherits the resistancies of the
423monsters it was generated in and will let dragons raise their resistancies 530monsters it was generated in and will let dragons raise their resistancies
424with that. If the monster has the POISON attacktype the FLESH 531with that. If the monster has the B<POISON> attacktype the B<FLESH>
425will change into POISON. 532will change into B<POISON>.
426 533
427If a player runs low on food he will grab for FOOD, DRINK and POISON 534If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
428and if he doesn't find any of that he will start eating FLESH. 535and if he doesn't find any of that he will start eating B<FLESH>.
429 536
430=over 4 537=over 4
431 538
432=item title <string> 539=item I<title> <string>
433 540
434If the food has a title or is cursed it is considered 'special', which means that the 541If the food has B<title> set or is cursed it is considered 'special', which
435fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp 542means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
436are interpreted and have further effects on the player. 543I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
544on the player.
437 545
438The higher the food field is the longer the improvement of the player lasts 546The higher the I<food> field is the longer the improvement of the player lasts
439(except for hp and sp). 547(except for I<hp> and I<sp>).
440 548
441=item food <number> 549=item I<food> <number>
442 550
443This is the amount of food points the player gets when he eats this. 551This is the amount of food points the player gets when he eats this.
444 552
445=item on_use_yield <archetype> 553=item I<on_use_yield> <archetype>
446 554
447When this object is applied an instance of <archetype> will be created. 555When this object is applied an instance of <archetype> will be created.
448 556
449=back 557=back
450 558
451=head3 POISON - type 7 - Poisonous stuff 559=head3 B<POISON> - type 7 - Poisonous stuff
452 560
453This type is for objects that can poison the player when drinking. 561This type is for objects that can poison the player when he drinks/applies it.
454When applied it will hit the attacked with AT_POISON and will create 562When applied it will hit the attacked with AT_POISON and will create
455a POISONING object in the one who was hit. 563a B<POISONING> object in the one who was hit.
456 564
457=over 4 565=over 4
458 566
459=item level <number> 567=item I<level> <number>
460 568
461This field affects the propability of poisoning. The higher the level difference 569This field affects the probability of poisoning. The higher the level difference
462between the one who is hit and the poision the mose propable it is the attacked 570between the one who is hit and the poision the more probable it is the attacked
463one will be poisoned. 571one will be poisoned.
464 572
465=item slaying <race> 573=item I<slaying> <race>
466 574
467On poison this field has the usual meaning of 'slaying', when the 575This field has the usual meaning of 'slaying', when the
468ones race matches the slaying field the damage done by the poison 576poisoned's race matches the I<slaying> field the damage done by the poison
469is multiplied by 3. 577is multiplied by 3.
470 578
471=item hp <number> 579=item I<hp> <number>
472 580
473This is the amount of damage the player will receive from applying this. The 581This is the amount of damage the player will receive from applying this. The
474attacktype AT_POISON will be used to hit the player and the damage will 582attacktype AT_POISON will be used to hit the player and the damage will
475determine the strenght, duration and depletion of stats of the poisoning. The 583determine the strenght, duration and depletion of stats of the poisoning. The
476created POISONING object which is being placed in the one who was attacked will 584created B<POISONING> object which is being placed in the one who was attacked will
477get the damage from this field (which is maybe adjusted by slaying or the 585get the damage from this field (which is maybe adjusted by slaying or the
478resistancies). 586resistancies).
479 587
480=item food <number> 588=item I<food> <number>
481 589
4821/4 of <number> will be drained from the players food. 5901/4 of <number> will be drained from the players I<food>.
483 591
484=item on_use_yield <archetype> 592=item I<on_use_yield> <archetype>
485 593
486When this object is applied an instance of <archetype> will be created. 594When this object is applied an instance of <archetype> will be created.
487 595
488=back 596=back
489 597
490=head3 BOOK - type 8 - Readable books 598=head3 B<BOOK> - type 8 - Readable books
491 599
492This type is basically for representing text books in the game. 600This type is basically for representing text books in the game.
493 601
494Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). 602Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
495 603
496=over 4 604=over 4
497 605
498=item msg <text> 606=item I<msg> <text>
499 607
500This is the contents of the book. When this field is unset 608This is the contents of the book. When this field is unset
501at treasure generation a random text will be inserted. 609at treasure generation a random text will be inserted.
502 610
503=item skill <skill name> 611=item I<skill> <skill name>
504 612
505The skill required to read this book. (The most resonable 613The skill required to read this book. (The most resonable
506skill would be literacy). 614skill would be literacy).
507 615
508=item exp <number> 616=item I<exp> <number>
509 617
510The experience points the player get for reading this book. 618The experience points the player get for reading this book.
511 619
512=item subtype <readable subtype> 620=item I<subtype> <readable subtype>
513 621
514This field determines the type of the readable. 622This field determines the type of the readable.
515Please see common/readable.C in the readable_message_types table. 623Please see common/readable.C in the readable_message_types table.
516 624
517=back 625=back
518 626
519=head3 CLOCK - type 9 - Clocks 627=head3 B<CLOCK> - type 9 - Clocks
520 628
521This type of objects just display the time when being applied. 629This type of objects just display the time when being applied.
522 630
523=head3 LIGHTNING - type 12 - Lightnings 631=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
524 632
525This is a spell effect of a moving bolt. It moves straigt forward 633This is a spell effect of a moving bolt. It moves straigt forward
526through the map until something blocks it. 634through the map until something blocks it.
527If FLAG_REFLECTING is set it even reflects on walls. 635If FLAG_REFLECTING is set it even reflects on walls.
528 636
529FLAG_IS_TURNABLE should be set on these objects. 637FLAG_IS_TURNABLE should be set on these objects.
530 638
531=over 4 639=over 4
532 640
533=item attacktype <attacktype> 641=item I<move_type> <movetype>
642
643This field affects the move type with which the lightning moves through
644the map and which map cells will reflect or block it.
645
646=item I<attacktype> <attacktype>
534 647
535The attacktype with which it hits the objects on the map. 648The attacktype with which it hits the objects on the map.
536 649
537=item dam <number> 650=item I<dam> <number>
538 651
539The damage this bolt inflicts when it hits objects on the map. 652The damage this bolt inflicts when it hits objects on the map.
540 653
541=item Dex <number> 654=item I<Dex> <number>
542 655
543This is the fork percentage, it is reduced by 10 per fork. 656This is the fork percentage, it is reduced by 10 per fork.
544And the damage is halved on each fork. 657And the I<dam> field is halved on each fork.
545 658
546=item Con <number> 659=item I<Con> (internal)
547 660
548This value is a percentage of which the forking lightning 661This value is a percentage of which the forking lightning
549is deflected to the left. This value should be mostly used internally. 662is deflected to the left. This value should be mostly used internally.
550 663
551=item duration <number> 664=item I<duration> <number>
552 665
553The duration the bolt stays on a map cell. This field is decreased each time 666The duration the bolt stays on a map cell. This field is decreased each time
554the object is processed (see the meaning of speed and speed_left fields in 667the object is processed (see the meaning of I<speed> and I<speed_left> fields in
555the object general description). 668the generic object field description).
556 669
557=item range <number> 670=item I<range> <number>
558 671
559This is the range of the bolt, each space it advances this field is decreased. 672This is the range of the bolt, each space it advances this field is decreased.
560 673
561=back 674=back
562 675
676=head3 B<ARROW> - type 13 - Arrows
563 677
678This is the type for objects that represent projectiles like arrows.
679The movement of B<THROWN_OBJ>s behave similar to this type.
680
681Flying arrows are stopped either when they hit something blocking
682(I<move_block>) or something which is alive.
683If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
684set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
685damage with a small chance which is affected by the I<level> field of the arrow.
686
687If FLAG_REFLECTING is set on the arrow it will bounce off everything
688that is not alive and blocks it's movement.
689
690When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
691fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
692the object, to restore them once the arrow has been stopped.
693
694=over 4
695
696=item I<dam> <number>
697
698The amount of damage that is being done to the victim that gets hit.
699This field is recomputed when the arrow is fired and will consist
700of the sum of a damage bonus (see description of the B<BOW> type),
701the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
702and the arrows I<magic> field.
703
704=item I<wc> <number>
705
706The weapon class of the arrow, which has effect on the probability of hitting.
707
708It is recomputed when the arrow is being fired by this formula:
709
710 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
711 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
712
713When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
714level is not added.
715
716wc_mod is dependend on the fire mode of the bow. For a more detailed
717explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
718
719=item I<magic> <number>
720
721This field is added to the damage of the arrow when it is shot and
722will also improve it's I<speed> by 1/5 of it's value.
723
724=item I<attacktype> <attacktype>
725
726Bitfield which decides the attacktype of the damage, see include/attackinc.h
727On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
728
729=item I<level> <number> (interally used)
730
731The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
732see above in the B<ARROW> description.
733
734The I<level> is set when the arrow is fired to either the skill level or the
735shooters level.
736
737=item I<speed> <number> (internal)
738
739This field shouldn't be set directly in the archetype, the arrow will get it's
740I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
741arrow will be stopped immediatly.
742
743On fireing the I<speed> of the arrow is computed of 1/5 of the
744sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
745of the bows I<dam> field is added to the I<speed> of the arrow.
746
747The minimum I<speed> of an arrow is 1.0.
748
749While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
750
751If the I<speed> is above 10.0 it goes straight through the creature it hits and
752it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
753stopped and either sticked into the victim (see I<weight> field description) or
754put on it's map square (if it didn't break, see description of the I<food> field).
755
756=item I<weight> <number>
757
758This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
759the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
760
761=item I<food> <number>
762
763The breaking percentage. 100 (%) means: breaks on usage for sure.
764
765=item I<inventory> (internal)
766
767If the flying/moving object has something in it's inventory and it stops, it
768will be replaced with it's inventory. Otherwise it will be handled as usual,
769which means: it will be calculated whether the arrow breaks and it will be
770reset for reuse.
771
772=item I<slaying> <string>
773
774When the bow that fires this arrow has it's I<slaying> field set it is copied
775to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
776
777=item I<move_type> <movetype> (internally used)
778
779This field is set when the arrow is shot to MOVE_FLY_LOW.
780
781=item I<move_on> <movetype> (internally used)
782
783This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
784
785=item I<race> <string>
786
787The I<race> field is a unique key that assigns arrows, bows and quivers. When
788shooting an arrow the bows I<race> is used to search for arrows (which have the
789same I<race> as the bow) in the players inventory and will recursively search in
790the containers (which are applied and have the same I<race> as the bow and the arrow).
791
792=back
793
794=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
795
796TODO, but take into account B<ARROW> description above!
797
564=head3 WEAPON - type 15 - Weapons 798=head3 B<WEAPON> - type 15 - Weapons
565 799
566This type is for general hack and slash weapons like swords, maces 800This type is for general hack and slash weapons like swords, maces
567and daggers and and .... 801and daggers and and ....
568 802
569=over 4 803=over 4
570 804
571=item weapontype <type id> 805=item I<weapontype> <type id>
572 806
573decides what attackmessages are generated, see include/define.h 807decides what attackmessages are generated, see include/define.h
574 808
575=item attacktype <bitmask> 809=item I<attacktype> <bitmask>
576 810
577bitfield which decides the attacktype of the damage, see include/attackinc.h 811bitfield which decides the attacktype of the damage, see include/attackinc.h
578 812
579=item dam <number> 813=item I<dam> <number>
580 814
581amount of damage being done with the attacktype 815amount of damage being done with the attacktype
582 816
583=item item_power <level> 817=item I<item_power> <level>
584 818
585the itempower of this weapon. 819the itempower of this weapon.
586 820
587=item name 821=item I<name>
588 822
589the name of the weapon. 823the name of the weapon.
590 824
591=item level (internal) 825=item I<level> (internal)
592 826
593The improvement state of the weapon. 827The improvement state of the weapon.
594If this field is greater than 0 the 'name' field starts with the 828If this field is greater than 0 the I<name> field starts with the
595characters name who improved this weapon. 829characters name who improved this weapon.
596 830
597=item last_eat (internal) 831=item I<last_eat> (internal)
598 832
599seems to be the amount of improvements of a weapon, 833This seems to be the amount of improvements of a weapon,
600the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 834the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
601 835
602 ((who->level / 5) + 5) >= op->last_eat 836 ((who->level / 5) + 5) >= op->last_eat
603 837
604=item last_sp 838=item I<last_sp>
605 839
606the weapon speed (see magic description) 840the weapon speed (see magic description)
607 841
608=item food <number> 842=item I<food> <number>
609 843
610addition to food regeneration of the player 844addition to food regeneration of the player
611 845
612=item hp <number> 846=item I<hp> <number>
613 847
614addition to health regeneration 848addition to health regeneration
615 849
616=item sp <number> 850=item I<sp> <number>
617 851
618addition to mana regeneration 852addition to mana regeneration
619 853
620=item grace <number> 854=item I<grace> <number>
621 855
622addititon to grace regeneration 856addititon to grace regeneration
623 857
624=item gen_sp_armour <number> 858=item I<gen_sp_armour> <number>
625 859
626the players gen_sp_armour field (which is per default 10) is added the <number> amount. 860the players I<gen_sp_armour> field (which is per default 10) is being added the
627gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 861<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
628is multiplied: gen_sp *= 10/<number> 862do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
629meaning: values > 10 of gen_sp_armour limits the amout of regenerated 863I<gen_sp_armour> limits the amout of regenerated spellpoints.
630spellpoints.
631 864
632generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 865Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
633sp regeneration. 866I<sp> regeneration.
634 867
635=item body_<body slot/part> 868=item I<body_BODYSLOT>
636 869
637the part of the body you need to use this weapon, possible values should be 870The part/slot of the body you need to use this weapon, possible values for
638looked up in common/item.C at body_locations. 871C<BODYSLOT> should be looked up in common/item.C at body_locations.
639 872
640=item resist_<resistnacy> <number> 873The value (in the range C<-7..7>) gives the number of those body slots
874used up by the item (if negative) or the number of body slots this object
875has (if positive, e.g. for monsters or players). The special value C<0>
876indicates that this object cannot equip items requiring these body slots.
877
878=item I<resist_RESISTANCY> <number>
641 879
642this is the factor with which the difference of the players resistancy and 100% 880this is the factor with which the difference of the players resistancy and 100%
643is multiplied, something like this: 881is multiplied, something like this:
644 882
645 additional_resistancy = (100 - current_resistanct) * (<number>/100) 883 additional_resistancy = (100 - current_resistancy) * (<number>/100)
646 884
647if <number> is negative it is added to the total vulnerabilities, 885if <number> is negative it is added to the total vulnerabilities,
648and later the total resistance is decided by: 886and later the total resistance is decided by:
649 887
650 'total resistance = total protections - total vulnerabilities' 888 'total resistance = total protections - total vulnerabilities'
651 889
652see also common/living.C:fix_player 890see also common/living.C:fix_player.
653 891
654=item patch_(attuned|repelled|denied) 892=item I<path_(attuned|repelled|denied)>
655 893
656this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 894this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
657for the pathes. 895for the pathes.
658 896
659=item luck <number> 897=item I<luck> <number>
660 898
661this luck is added to the players luck 899this luck is added to the players I<luck>
662 900
663=item move_type 901=item I<move_type>
664 902
665if the weapon has a move_type set the player inherits it's move_type 903if the weapon has a I<move_type> set the player inherits it's I<move_type>
666 904
667=item exp <number> 905=item I<exp> <number>
668 906
669the added_speed and bonus_speed of the player is raised by <number>/3. 907the added_speed and bonus_speed of the player is raised by <number>/3.
670if <number> < 0 then the added_speed is decreased by <number> 908if <number> < 0 then the added_speed is decreased by <number>
671 909
672=item weight 910=item I<weight>
673 911
674the weight of the weapon 912the weight of the weapon
675 913
676=item magic 914=item I<magic>
677 915
678the magic field affects the amounts of the following fields: 916the I<magic> field affects the amounts of the following fields:
679 917
680 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 918 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
681 919
682 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 920 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
683 921
684 - dam: the players dam is adjusted by: player->dam += (dam + magic) 922 - dam: the players dam is adjusted by: player->dam += (dam + magic)
685 923
686 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 924 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
687 (minium is 0) 925 (minium is 0)
688 926
689=item ac <number> 927=item I<ac> <number>
690 928
691the amount of ac points the player's ac is decreased 929the amount of ac points the player's I<ac> is decreased when applying this object.
692 930
693=item wc <number> 931=item I<wc> <number>
694 932
695the amount of wc points the player's wc is decreased 933the amount of wc points the player's I<wc> is decreased when applying this object.
696 934
697=back 935=back
698 936
699=head4 Player inherits following flags from weapons: 937=head4 Player inherits following flags from weapons:
700 938
705 FLAG_XRAYS 943 FLAG_XRAYS
706 FLAG_BLIND 944 FLAG_BLIND
707 FLAG_SEE_IN_DARK 945 FLAG_SEE_IN_DARK
708 FLAG_UNDEAD 946 FLAG_UNDEAD
709 947
948=head3 B<GRIMREAPER> - type 28 - Grimreapers
949
950These type are mostly used for monsters, they give the
951monster the ability to dissapear after 10 hits with AT_DRAIN.
952
953=over 4
954
955=item I<value> <number>
956
957This field stores the hits the monster did yet.
958
959=back
960
961=head3 B<CREATOR> - type 42 - Object creators
962
963Once a creator is activated by a connection it creates a number of objects
964(cloned from it's inventory or a new object derived from the archetype
965named in the other_arch slot).
966
967If FLAG_LIVESAFE is set the number of uses is unlimited.
968
969=over 4
970
971=item I<hp> <number>
972
973If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
974be used.
975
976=item I<speed> <number>
977
978If I<speed> is set the creator will create an object periodically,
979see I<speed> and I<speed_left> fields in the general object field description
980for more details.
981
982=item I<slaying> <string>
983
984If set the generated object's name and title will be set to this.
985
986=item I<other_arch> <string>
987
988If the inventory of the creator is empty new objects will be derived from the
989archetype named by <string>.
990
991=item I<connected> <number>
992
993See generic object field description.
994
995=back
996
710=head3 DRINK - type 54 - Drinkable stuff 997=head3 B<DRINK> - type 54 - Drinkable stuff
711 998
712See FOOD description. 999See B<FOOD> description.
713 1000
714=head3 CHECK_INV - type 64 - Inventory checkers 1001=head3 B<CHECK_INV> - type 64 - Inventory checkers
715 1002
716This object checks whether the player has a specific item in his 1003This object checks whether the player has a specific item in his
717inventory when he moves above the inventory checker. If the player has 1004inventory when he moves above the inventory checker. If the player has
718the item (or not, which can be controlled with a flag) a connection will be triggered. 1005the item (or not, which can be controlled with a flag) a connection will be triggered.
719 1006
720If you set move_block you can deny players and monsters to reach the space where 1007If you set I<move_block> you can deny players and monsters to reach the space where
721the inventory checker is on, see 'move_block' description below. 1008the inventory checker is on, see I<move_block> description below.
722 1009
723The conditions specified by hp, slaying and race are concationated with OR. 1010The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
724So matching one of those conditions is enough. 1011So matching one of those conditions is enough.
725 1012
726=over 4 1013=over 4
727 1014
728=item move_block <move type bitmask> 1015=item I<move_block> <move type bitmask>
729 1016
730If you set this field to block a movetype the move code will block any moves 1017If you set this field to block a movetype the move code will block any moves
731onto the space with the inventory checker, IF the moving object doesn't have 1018onto the space with the inventory checker, IF the moving object doesn't have
732(or has - if last_sp = 0) the item that the checker is searching for. 1019(or has - if I<last_sp> = 0) the item that the checker is searching for.
733 1020
734=item last_sp (0|1) 1021=item I<last_sp> (0|1)
735 1022
736If last_sp is 1 'having' the item that is being checked for will 1023If I<last_sp> is 1 'having' the item that is being checked for will
737activate the connection or make the space with the checker non-blocking. 1024activate the connection or make the space with the checker non-blocking.
738If last_sp is 0 'not having' the item will activate the connection 1025If I<last_sp> is 0 'not having' the item will activate the connection
739or make the space with the checker non-blocking. 1026or make the space with the checker non-blocking.
740 1027
741=item last_heal (0|1) 1028=item I<last_heal> (0|1)
742 1029
743If last_heal is 1 the matching item will be removed if the inventory checker 1030If I<last_heal> is 1 the matching item will be removed if the inventory checker
744activates a connection and finds the item in the inventory. 1031activates a connection and finds the item in the inventory.
745 1032
746(A inventory checker that blocks a space won't remove anything from inventories) 1033(A inventory checker that blocks a space won't remove anything from inventories)
747 1034
748=item hp <number> 1035=item I<hp> <number>
749 1036
750If this field is not 0 the inventory checker will search for an object 1037If this field is not 0 the inventory checker will search for an object
751with the type id <number>. 1038with the type id <number>.
752 1039
753=item slaying <string> 1040=item I<slaying> <string>
754 1041
755If this field is set the inventory checker will search for an object that 1042If this field is set the inventory checker will search for an object that
756has the same string in the slaying field (for example a key string of a key). 1043has the same string in the I<slaying> field (for example a key string of a key).
757 1044
758=item race <string> 1045=item I<race> <string>
759 1046
760If this field is set the inventory checker will search for an object which 1047If this field is set the inventory checker will search for an object which
761has the archetype name that matches <string>. 1048has the archetype name that matches <string>.
762 1049
763=item connected <connection id> 1050=item I<connected> <connection id>
764 1051
765This is the connection that will be activated. 1052This is the connection that will be activated. The connection is
1053'pushed' when someone enters the space with the inventory checker,
1054and it is 'released' when he leaves it.
766 1055
767=back 1056See also the description of the I<connected> field in the generic object field
1057section.
768 1058
1059=back
1060
769=head3 FLESH - type 72 - Organs and body parts 1061=head3 B<FLESH> - type 72 - Organs and body parts
770 1062
771See FOOD description. 1063See B<FOOD> description.
772 1064
1065=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1066
1067A type for any object that has no special behaviour.
1068
1069=head3 B<LAMP> - type 82 - A lamp
1070
1071This object represents a lamp, that can be carried and switched
1072on and off and has a certain amount of fuel in it.
1073
1074A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1075Each of them should point at the other one with it's I<other_arch> field.
1076
1077See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1078
1079If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off
1080with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE.
1081
1082=over 4
1083
1084=item I<glow_radius> <number>
1085
1086The radius of the light that the lamp emits, see also I<glow_radius> in the
1087generic object flags description.
1088
1089=item I<speed> <number>
1090
1091If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1092lamp burns it's fuel (I<food>).
1093
1094Setting FLAG_CHANGING makes only sense on the archetype which represents
1095the 'on' state of the lamp.
1096
1097See also the description of FLAG_CHANGING.
1098
1099Lamps which have no FLAG_CHANGING set would also make sense and represent
1100lamps that never burn up.
1101
1102=item I<other_arch> <number>
1103
1104This is the field that points to the 'other' archetype which represents the
1105opposite state of the lamp. The newly from I<other_arch> derived object will
1106replace the current object and will get the value of I<food> of the replaced object.
1107
1108Rationale:
1109
1110When the lamp (on) is applied a new object is derived from the archetype
1111in I<other_arch> and the I<food> value is copied to it ('the fuel is
1112transferred'). The new lamp (off) object has to have a I<other_arch> field
1113which points to the archetype from which a lamp (on) can be derived.
1114
1115=item I<food> <number>
1116
1117This fields stands for the fuel of the lamp.
1118
1119=back
1120
1121=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1122
1123This type of objects multiplies objects that are above it when it is activated.
1124You can even multiply by 0, which will destroy the object.
1125
1126=over 4
1127
1128=item I<level> <number>
1129
1130The multiplicator, if set to 0 or lower it will destroy the objects above it.
1131
1132=item I<other_arch> <string>
1133
1134The archetype name of the objects that should be multiplied.
1135
1136=item I<connected> <number>
1137
1138See generic object field description.
1139
1140=back
1141
773=head3 HOLE - type 94 - Holes 1142=head3 B<HOLE> - type 94 - Holes
774 1143
775Holes are holes in the ground where objects can fall through. When the hole 1144B<HOLE>s are holes in the ground where objects can fall through. When the hole
776opens and/or is completly open all objects above it fall through (more 1145opens and/or is completly open all objects above it fall through (more
777precisely: if their head is above the hole). 1146precisely: if their head is above the hole).
778 1147
1148When the B<HOLE> is activated it's speed is set to 0.5.
1149
779Trapdoors can only transfer the one who falls through to other coordinates 1150These holes can only transfer the one who falls through to other coordinates
780on the B<same> map. 1151on the same map.
781 1152
782=over 4 1153=over 4
783 1154
784=item maxsp (0|1) 1155=item I<maxsp> (0|1)
785 1156
786This field negates the state of the connection: When maxsp is 1 the pit will 1157This field negates the state of the connection: When maxsp is 1 the pit will
787open/close when the connection is deactivated. Otherwise it will open/close 1158open/close when the connection is deactivated. Otherwise it will open/close
788when the connection is activated. This field only has effect when the 1159when the connection is activated. This field only has effect when the
789connection is triggered. So if you put a closed hole on a map, and the 1160connection is triggered. So if you put a closed hole on a map, and the
790connection is deactivated, and maxsp is 1 the hole will remain closed until the 1161connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
791connection was triggered once. 1162connection was triggered once.
792 1163
793=item connected <connection id> 1164=item I<connected> <connection id>
794 1165
795This is the connection id, which lets the hole opening or closing when 1166This is the connection id, which lets the hole opening or closing when
796activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1167activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
797at which connection state the object is activated. 1168at which connection state the object is activated.
798 1169
799For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1170For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
800the connection is released. 1171the connection is released.
801 1172
802=item wc <number> (internal) 1173=item I<wc> <number> (internal)
803 1174
804This is an internal flag. If it is greater than 0 it means that the hole is not 1175This is an internal field. If it is greater than 0 it means that the hole is not
805yet fully open. More preciesly: this field is the animation-step and if it is 1176yet fully open. More preciesly: this field is the animation-step and if it is
806set to the 'closed' step of the animation the hole is closed and if it is on 1177set to the 'closed' step of the animation the hole is closed and if it is on
807the 'open' animation step (wc = 0), the hole is open. 1178the 'open' animation step (I<wc> = 0), the hole is open.
808 1179
809=item sp <number> 1180=item I<sp> <number>
810 1181
811The destination y coordinates on the same map. 1182The destination y coordinates on the same map.
812 1183
813=item hp <number> 1184=item I<hp> <number>
814 1185
815The destination x coordinates on the same map. 1186The destination x coordinates on the same map.
816 1187
817=back 1188=back
818 1189
819=head3 POISONING - type 105 - The poisoning of players and monsters 1190=head3 B<POISONING> - type 105 - The poisoning of players and monsters
820 1191
821This type is doing the actual damage to the ones who were attacked 1192This type is doing the actual damage to the ones who were attacked
822via AT_POISON (or drank POISON). 1193via AT_POISON (or drank B<POISON>).
823 1194
824The duration is handled via the FLAG_IS_USED_UP mechanism (please look 1195The duration is handled via the FLAG_IS_USED_UP mechanism (please look
825there for details). 1196there for details).
826 1197
827=over 4 1198=over 4
828 1199
829=item dam <number> 1200=item I<dam> <number>
830 1201
831Each time the poisoning is processed (which is determined by the speed and speed_left 1202Each time the poisoning is proccessed (which is determined by the I<speed> and
832fields, see the general object attributes above) it hits the player with 1203I<speed_left> fields, see the general object fields description above) it hits
833<number> damage and the AT_INTERNAL attacktype (means: it will simply 1204the player with <number> damage and the AT_INTERNAL attacktype (means: it will
834hit the player with no strings attached). 1205simply hit the player with no strings attached).
835 1206
836=item food <number> 1207=item I<food> <number>
837 1208
838Just a note: The posion is removed when food == 1 and not when 1209Just a note: The posioning is removed if I<food> == 1 and not if
839the whole duration is up, because the POISONING code has to remove 1210the whole I<duration> is up, because the B<POISONING> code has to remove
840the poison-effects from the player before the FLAG_IS_USED_UP mechanism 1211the poison-effects from the player before the FLAG_IS_USED_UP mechanism
841deletes the POISONING object. 1212deletes the B<POISONING> object.
842 1213
843=back 1214=back
844 1215
845=head3 FORCE - type 114 - Forces 1216=head3 B<FORCE> - type 114 - Forces
846 1217
847Forces are a very 'thin' type. They don't have much behaviour other than 1218Forces are a very 'thin' type. They don't have much behaviour other than
848disappearing after a time and/or affecting the player if they are in his 1219disappearing after a time and/or affecting the player if they are in his
849inventory. 1220inventory.
850 1221
851Forces only take effect on the player if they have set FLAG_APPLIED. 1222Forces only take effect on the player if they have FLAG_APPLIED set.
852 1223
853Whether the duration field is processed or not a tick is controlled via the 1224Whether the I<duration> field is processed or not per tick is controlled by the
854speed and speed_left field. Look above at the generic description of these 1225I<speed> and I<speed_left> fields. Look above in the generic object field description.
855fields.
856 1226
857NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field 1227NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
858like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches 1228interpreter like described in the description of the FLAG_IS_USED_UP flag.
8590 before duration and FLAG_APPLIED is set, the force will last for 'duration'. 1229BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
860If the FLAG_APPLIED is not set the force is removed when food reaches 0. 1230will still last for I<duration>. If the FLAG_APPLIED is not set the force is
861Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. 1231removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1232have good semantics on forces, try to avoid it.
862 1233
863=over 4 1234=over 4
864 1235
865=item duration 1236=item I<duration>
866 1237
867While this field is greater than 0 the force/object is not destroyed. It is 1238While this field is greater than 0 the force/object is not destroyed. It is
868decreased each tick by 1. 1239decreased each tick by 1.
869 1240
870If it reaches 0 the force/object is destroyed. 1241If it reaches 0 the force/object is destroyed.
873FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1244FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
874what happens then. 1245what happens then.
875 1246
876=back 1247=back
877 1248
878=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1249=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
879 1250
880This object is generated by the POTION code when the potion is a resistance 1251This object is generated by the B<POTION> code when the potion is a resistance
881giving potion. It has mainly the same behaviour as a FORCE. 1252giving potion. It has mainly the same behaviour as a B<FORCE>.
882 1253
883The specialty of the potion effect is that the resistancy it gives is absolute, 1254The specialty of the potion effect is that the resistancy it gives is absolute,
884so if you drin a resistancy potion of fire+60 you will get 60% resistancy to 1255so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
885fire. 1256fire.
886 1257
887Multiple potion effects only give you the maximum of their resistancy. 1258Multiple potion effects only give you the maximum of their resistancy.

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