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Revision 1.29 by root, Thu Dec 4 03:48:19 2008 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
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> <number>
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!).
300This flag is by default on. 301This flag is by default on.
301 302
302=item FLAG_NO_STEAL 303=item FLAG_NO_STEAL
303 304
304When this flag is set this object can't be stolen. The flag will be 305When this flag is set this object can't be stolen. The flag will be
305resetted once the object is placed on a map. 306reset once the object is placed on a map.
306 307
307When this flag is set on a monster it can defent attempts of stealing 308When this flag is set on a monster it can defend attempts at stealing
308(but in this context the flag is only used internally). 309(but in this context the flag is only used internally).
309 310
310=item FLAG_NO_SKILL_IDENT 311=item FLAG_NO_SKILL_IDENT
311 312
312This flag is mostly used internal and prevents unidentified objects 313This flag is mostly used internal and prevents unidentified objects
337 338
338=head2 Description of type specific fields and behaviour 339=head2 Description of type specific fields and behaviour
339 340
340The beginning of the headers of the following subsection 341The beginning of the headers of the following subsection
341are the server internal names for the objects types, see include/define.h. 342are the server internal names for the objects types, see include/define.h.
343
344=head3 B<TRANSPORT> - type 2 - Player transports
345
346This type is implemented by the transport extension and has currently no special
347fields that affect it.
348
349=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
350
351Rods contain spells and can be fired by a player.
352
353=over 4
354
355=item I<level> <number>
356
357This field is used for calculating the spell level that can be fired
358with this rod, it's also the maximum level of the spell that can be fired.
359The level of the spell that is being fired depends mostly on
360the 'use magic item' skill level of the player and 1/10 of the level of the
361rod is added as bonus.
362
363=item I<hp> <number>
364
365The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
366maxhp/10> per tick.
367
368=item I<maxhp> <number>
369
370The maximum amount of spellpoints this rod has.
371
372=item I<skill> <skill name>
373
374This field determines which skill you need to apply this object.
375
376=back
377
378=head3 B<TREASURE> - type 4 - Treasures
379
380This type of objects are for random treasure generation in maps.
381If this object is applied by a player it will replace itself with it's
382inventory. If it is automatically applied
383generate a treasure and replace itself with the generated treasure.
384
385Chests are also of this type, their treasures are generated by
386the auto apply code on map instantiation.
387
388=over 4
389
390=item I<hp> <number>
391
392The number of treasures to generate.
393
394=item I<exp> <level>
395
396If FLAG_AUTO_APPLY is not set the exp field has no further meaning
397and the difficulty for the treasurecode only depends on the maps difficulty,
398otherwise the exp field has the following meaning:
399
400If this field is not 0 it is passed as the difficulty
401to the treasure generation code to determine how good, how much
402worth a treasure is or what bonuses it is given by the treasure code.
403
404If this field is not set or 0 the difficulty of the map is passed to the treasure
405generation code.
406
407=item I<randomitems> <treasurelist>
408
409The treasurelist to use to generate the treasure which is put in the
410treasure objects inventory.
411
412=back
413
414=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
415
416These objects contain a spell and will emit it on apply, which most
417of the time has the meaning of 'drinking'.
418
419If no resistancy field, stat field or attacktype is set and no spell
420is put in the potion by the sp field or the randomitems the
421potion will become an artifact and the artifact code decides which kind
422of potion will be generated.
423
424If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
425will yield an explosion and hurt the player.
426
427=over 4
428
429=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
430
431These stat fields determine how many stat points the player gets
432when he applies this potion.
433
434If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
435
436=item I<sp> <number>
437
438If this field is set and the randomitems field is not set
439the field is interpreted as spell number, please look the right
440number up in common/loader.C.
441
442If this field is set the randomitems field will be unset by the
443map loading code.
444
445=item I<attacktype> <attacktype>
446
447This field has some special meaning in potions, currently the
448bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
449restoration potion or improvement potion.
450See include/attackinc.h for the bits of these types.
451
452If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
453will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
454set the player will be drained a random stat by inserting an ARCH_DEPLETION
455into him.
456
457If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
458When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
459
460=item I<resist_RESISTANCY> <number>
461
462If this stat is set and no spell is in the potion the potion
463will create a force that give the player this specific resistancy.
464The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
465and the potion will last 10 times longer than the default force archetype
466FORCE_NAME (at the moment of this writing spell/force.arc).
467
468=item I<randomitems> <treasurelist>
469
470The inventory/spell of the potion will be created by calling the treasure code
471with the treasurelist specified here. (I guess it's highly undefined what
472happens if there is not a spell in the potions inventory).
473
474=item I<on_use_yield> <archetype>
475
476When this object is applied an instance of <archetype> will be created.
477
478=item I<subtypes> <potion subtype>
479
480see include/spells.h for possible potion subtypes, there are currently 4:
481
482=over 4
483
484=item POT_SPELL
485
486Unused, default behaiour of a potion.
487
488=item POT_DUST
489
490This potion can be thrown to cast the spell that it has in it's inventory,
491the behaviour is not defined if there is not a B<SPELL> in the inventory and the
492server will log an error.
493
494=item POT_FIGURINE
495
496Unused, default behaiour of a potion.
497
498=item POT_BALM
499
500Unused, default behaiour of a potion.
501
502=back
503
504=back
505
506=head3 B<FOOD> - type 6 - Eatable stuff
507
508This is for objects that are representing general eatables like
509beef or bread.
510
511The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
512give different messages.
513
514The specialty of B<FLESH> is that it inherits the resistancies of the
515monsters it was generated in and will let dragons raise their resistancies
516with that. If the monster has the B<POISON> attacktype the B<FLESH>
517will change into B<POISON>.
518
519If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
520and if he doesn't find any of that he will start eating B<FLESH>.
521
522=over 4
523
524=item I<title> <string>
525
526If the food has B<title> set or is cursed it is considered 'special', which
527means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
528I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
529on the player.
530
531The higher the I<food> field is the longer the improvement of the player lasts
532(except for I<hp> and I<sp>).
533
534=item I<food> <number>
535
536This is the amount of food points the player gets when he eats this.
537
538=item I<on_use_yield> <archetype>
539
540When this object is applied an instance of <archetype> will be created.
541
542=back
543
544=head3 B<POISON> - type 7 - Poisonous stuff
545
546This type is for objects that can poison the player when he drinks/applies it.
547When applied it will hit the attacked with AT_POISON and will create
548a B<POISONING> object in the one who was hit.
549
550=over 4
551
552=item I<level> <number>
553
554This field affects the probability of poisoning. The higher the level difference
555between the one who is hit and the poision the more probable it is the attacked
556one will be poisoned.
557
558=item I<slaying> <race>
559
560This field has the usual meaning of 'slaying', when the
561poisoned's race matches the I<slaying> field the damage done by the poison
562is multiplied by 3.
563
564=item I<hp> <number>
565
566This is the amount of damage the player will receive from applying this. The
567attacktype AT_POISON will be used to hit the player and the damage will
568determine the strenght, duration and depletion of stats of the poisoning. The
569created B<POISONING> object which is being placed in the one who was attacked will
570get the damage from this field (which is maybe adjusted by slaying or the
571resistancies).
572
573=item I<food> <number>
574
5751/4 of <number> will be drained from the players I<food>.
576
577=item I<on_use_yield> <archetype>
578
579When this object is applied an instance of <archetype> will be created.
580
581=back
582
583=head3 B<BOOK> - type 8 - Readable books
584
585This type is basically for representing text books in the game.
586
587Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
588
589=over 4
590
591=item I<msg> <text>
592
593This is the contents of the book. When this field is unset
594at treasure generation a random text will be inserted.
595
596=item I<skill> <skill name>
597
598The skill required to read this book. (The most resonable
599skill would be literacy).
600
601=item I<exp> <number>
602
603The experience points the player get for reading this book.
604
605=item I<subtype> <readable subtype>
606
607This field determines the type of the readable.
608Please see common/readable.C in the readable_message_types table.
609
610=back
611
612=head3 B<CLOCK> - type 9 - Clocks
613
614This type of objects just display the time when being applied.
615
616=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
617
618This is a spell effect of a moving bolt. It moves straigt forward
619through the map until something blocks it.
620If FLAG_REFLECTING is set it even reflects on walls.
621
622FLAG_IS_TURNABLE should be set on these objects.
623
624=over 4
625
626=item I<move_type> <movetype>
627
628This field affects the move type with which the lightning moves through
629the map and which map cells will reflect or block it.
630
631=item I<attacktype> <attacktype>
632
633The attacktype with which it hits the objects on the map.
634
635=item I<dam> <number>
636
637The damage this bolt inflicts when it hits objects on the map.
638
639=item I<Dex> <number>
640
641This is the fork percentage, it is reduced by 10 per fork.
642And the I<dam> field is halved on each fork.
643
644=item I<Con> (internal)
645
646This value is a percentage of which the forking lightning
647is deflected to the left. This value should be mostly used internally.
648
649=item I<duration> <number>
650
651The duration the bolt stays on a map cell. This field is decreased each time
652the object is processed (see the meaning of I<speed> and I<speed_left> fields in
653the generic object field description).
654
655=item I<range> <number>
656
657This is the range of the bolt, each space it advances this field is decreased.
658
659=back
660
661=head3 B<ARROW> - type 13 - Arrows
662
663This is the type for objects that represent projectiles like arrows.
664The movement of B<THROWN_OBJ>s behave similar to this type.
665
666Flying arrows are stopped either when they hit something blocking
667(I<move_block>) or something which is alive.
668If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
669set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
670damage with a small chance which is affected by the I<level> field of the arrow.
671
672If FLAG_REFLECTING is set on the arrow it will bounce off everything
673that is not alive and blocks it's movement.
674
675When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
676fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
677the object, to restore them once the arrow has been stopped.
678
679=over 4
680
681=item I<dam> <number>
682
683The amount of damage that is being done to the victim that gets hit.
684This field is recomputed when the arrow is fired and will consist
685of the sum of a damage bonus (see description of the B<BOW> type),
686the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
687and the arrows I<magic> field.
688
689=item I<wc> <number>
690
691The weapon class of the arrow, which has effect on the probability of hitting.
692
693It is recomputed when the arrow is being fired by this formula:
694
695 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
696 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
697
698When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
699level is not added.
700
701wc_mod is dependend on the fire mode of the bow. For a more detailed
702explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
703
704=item I<magic> <number>
705
706This field is added to the damage of the arrow when it is shot and
707will also improve it's I<speed> by 1/5 of it's value.
708
709=item I<attacktype> <attacktype>
710
711Bitfield which decides the attacktype of the damage, see include/attackinc.h
712On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
713
714=item I<level> <number> (interally used)
715
716The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
717see above in the B<ARROW> description.
718
719The I<level> is set when the arrow is fired to either the skill level or the
720shooters level.
721
722=item I<speed> <number> (internal)
723
724This field shouldn't be set directly in the archetype, the arrow will get it's
725I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
726arrow will be stopped immediatly.
727
728On fireing the I<speed> of the arrow is computed of 1/5 of the
729sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
730of the bows I<dam> field is added to the I<speed> of the arrow.
731
732The minimum I<speed> of an arrow is 1.0.
733
734While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
735
736If the I<speed> is above 10.0 it goes straight through the creature it hits and
737it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
738stopped and either sticked into the victim (see I<weight> field description) or
739put on it's map square (if it didn't break, see description of the I<food> field).
740
741=item I<weight> <number>
742
743This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
744the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
745
746=item I<food> <number>
747
748The breaking percentage. 100 (%) means: breaks on usage for sure.
749
750=item I<inventory> (internal)
751
752If the flying/moving object has something in it's inventory and it stops, it
753will be replaced with it's inventory. Otherwise it will be handled as usual,
754which means: it will be calculated whether the arrow breaks and it will be
755reset for reuse.
756
757=item I<slaying> <string>
758
759When the bow that fires this arrow has it's I<slaying> field set it is copied
760to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
761
762=item I<move_type> <movetype> (internally used)
763
764This field is set when the arrow is shot to MOVE_FLY_LOW.
765
766=item I<move_on> <movetype> (internally used)
767
768This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
769
770=item I<race> <string>
771
772The I<race> field is a unique key that assigns arrows, bows and quivers. When
773shooting an arrow the bows I<race> is used to search for arrows (which have the
774same I<race> as the bow) in the players inventory and will recursively search in
775the containers (which are applied and have the same I<race> as the bow and the arrow).
776
777=back
778
779=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
780
781TODO, but take into account B<ARROW> description above!
782
783=head3 B<WEAPON> - type 15 - Weapons
784
785This type is for general hack and slash weapons like swords, maces
786and daggers and and ....
787
788=over 4
789
790=item I<weapontype> <type id>
791
792decides what attackmessages are generated, see include/define.h
793
794=item I<attacktype> <bitmask>
795
796bitfield which decides the attacktype of the damage, see include/attackinc.h
797
798=item I<dam> <number>
799
800amount of damage being done with the attacktype
801
802=item I<item_power> <level>
803
804the itempower of this weapon.
805
806=item I<name>
807
808the name of the weapon.
809
810=item I<level> (internal)
811
812The improvement state of the weapon.
813If this field is greater than 0 the I<name> field starts with the
814characters name who improved this weapon.
815
816=item I<last_eat> (internal)
817
818This seems to be the amount of improvements of a weapon,
819the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
820
821 ((who->level / 5) + 5) >= op->last_eat
822
823=item I<last_sp>
824
825the weapon speed (see magic description)
826
827=item I<food> <number>
828
829addition to food regeneration of the player
830
831=item I<hp> <number>
832
833addition to health regeneration
834
835=item I<sp> <number>
836
837addition to mana regeneration
838
839=item I<grace> <number>
840
841addititon to grace regeneration
842
843=item I<gen_sp_armour> <number>
844
845the players I<gen_sp_armour> field (which is per default 10) is being added the
846<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
847do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
848I<gen_sp_armour> limits the amout of regenerated spellpoints.
849
850Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
851I<sp> regeneration.
852
853=item I<body_BODYSLOT>
854
855The part/slot of the body you need to use this weapon, possible values for
856C<BODYSLOT> should be looked up in common/item.C at body_locations.
857
858The value (in the range C<-7..7>) gives the number of those body slots
859used up by the item (if negative) or the number of body slots this object
860has (if positive, e.g. for monsters or players). The special value C<0>
861indicates that this object cannot equip items requiring these body slots.
862
863=item I<resist_RESISTANCY> <number>
864
865this is the factor with which the difference of the players resistancy and 100%
866is multiplied, something like this:
867
868 additional_resistancy = (100 - current_resistancy) * (<number>/100)
869
870if <number> is negative it is added to the total vulnerabilities,
871and later the total resistance is decided by:
872
873 'total resistance = total protections - total vulnerabilities'
874
875see also common/living.C:fix_player.
876
877=item I<path_(attuned|repelled|denied)>
878
879this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
880for the pathes.
881
882=item I<luck> <number>
883
884this luck is added to the players I<luck>
885
886=item I<move_type>
887
888if the weapon has a I<move_type> set the player inherits it's I<move_type>
889
890=item I<exp> <number>
891
892the added_speed and bonus_speed of the player is raised by <number>/3.
893if <number> < 0 then the added_speed is decreased by <number>
894
895=item I<weight>
896
897the weight of the weapon
898
899=item I<magic>
900
901the I<magic> field affects the amounts of the following fields:
902
903 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
904
905 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
906
907 - dam: the players dam is adjusted by: player->dam += (dam + magic)
908
909 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
910 (minium is 0)
911
912=item I<ac> <number>
913
914the amount of ac points the player's I<ac> is decreased when applying this object.
915
916=item I<wc> <number>
917
918the amount of wc points the player's I<wc> is decreased when applying this object.
919
920=back
921
922=head4 Player inherits following flags from weapons:
923
924 FLAG_LIFESAVE
925 FLAG_REFL_SPELL
926 FLAG_REFL_MISSILE
927 FLAG_STEALTH
928 FLAG_XRAYS
929 FLAG_BLIND
930 FLAG_SEE_IN_DARK
931 FLAG_UNDEAD
932
933=head3 B<GRIMREAPER> - type 28 - Grimreapers
934
935These type are mostly used for monsters, they give the
936monster the ability to dissapear after 10 hits with AT_DRAIN.
937
938=over 4
939
940=item I<value> <number>
941
942This field stores the hits the monster did yet.
943
944=back
945
946=head3 B<CREATOR> - type 42 - Object creators
947
948Once a creator is activated by a connection it creates a number of objects
949(cloned from it's inventory or a new object derived from the archetype
950named in the other_arch slot).
951
952If FLAG_LIVESAFE is set the number of uses is unlimited.
953
954=over 4
955
956=item I<hp> <number>
957
958If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
959be used.
960
961=item I<speed> <number>
962
963If I<speed> is set the creator will create an object periodically,
964see I<speed> and I<speed_left> fields in the general object field description
965for more details.
966
967=item I<slaying> <string>
968
969If set the generated object's name and title will be set to this.
970
971=item I<other_arch> <string>
972
973If the inventory of the creator is empty new objects will be derived from the
974archetype named by <string>.
975
976=item I<connected> <number>
977
978See generic object field description.
979
980=back
981
982=head3 B<DRINK> - type 54 - Drinkable stuff
983
984See B<FOOD> description.
985
986=head3 B<CHECK_INV> - type 64 - Inventory checkers
987
988This object checks whether the player has a specific item in his
989inventory when he moves above the inventory checker. If the player has
990the item (or not, which can be controlled with a flag) a connection will be triggered.
991
992If you set I<move_block> you can deny players and monsters to reach the space where
993the inventory checker is on, see I<move_block> description below.
994
995The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
996So matching one of those conditions is enough.
997
998=over 4
999
1000=item I<move_block> <move type bitmask>
1001
1002If you set this field to block a movetype the move code will block any moves
1003onto the space with the inventory checker, IF the moving object doesn't have
1004(or has - if I<last_sp> = 0) the item that the checker is searching for.
1005
1006=item I<last_sp> (0|1)
1007
1008If I<last_sp> is 1 'having' the item that is being checked for will
1009activate the connection or make the space with the checker non-blocking.
1010If I<last_sp> is 0 'not having' the item will activate the connection
1011or make the space with the checker non-blocking.
1012
1013=item I<last_heal> (0|1)
1014
1015If I<last_heal> is 1 the matching item will be removed if the inventory checker
1016activates a connection and finds the item in the inventory.
1017
1018(A inventory checker that blocks a space won't remove anything from inventories)
1019
1020=item I<hp> <number>
1021
1022If this field is not 0 the inventory checker will search for an object
1023with the type id <number>.
1024
1025=item I<slaying> <string>
1026
1027If this field is set the inventory checker will search for an object that
1028has the same string in the I<slaying> field (for example a key string of a key).
1029
1030=item I<race> <string>
1031
1032If this field is set the inventory checker will search for an object which
1033has the archetype name that matches <string>.
1034
1035=item I<connected> <connection id>
1036
1037This is the connection that will be activated. The connection is
1038'pushed' when someone enters the space with the inventory checker,
1039and it is 'released' when he leaves it.
1040
1041See also the description of the I<connected> field in the generic object field
1042section.
1043
1044=back
342 1045
343=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters 1046=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
344 1047
345speed == 0 for triggered mood changes, speed != 0 for non-triggered mood 1048speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
346changes. 1049changes.
354 who triggers the square. This setting 1057 who triggers the square. This setting
355 is not enabled for continous operation 1058 is not enabled for continous operation
356 5: 'destroy mons' destroy any monsters on this space 1059 5: 'destroy mons' destroy any monsters on this space
357 6: 'destroy pets' destroy friendly monsters on this space 1060 6: 'destroy pets' destroy friendly monsters on this space
358 1061
359=head3 B<TRANSPORT> - type 2 - Player transports
360
361This type is implemented by the transport extension and has currently no special
362fields that affect it.
363
364=head3 B<ROD>, B<HORN> - type 3, 35 - 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. Recharges at a rate of C<1 +
381maxhp/10> per tick.
382
383=item I<maxhp> <number>
384
385The maximum amount of spellpoints this rod has.
386
387=item I<skill> <skill name>
388
389This field determines which skill you need to apply this object.
390
391=back
392
393=head3 B<TREASURE> - type 4 - Treasures
394
395This type of objects are for random treasure generation in maps.
396If this object is applied by a player it will replace itself with it's
397inventory. If it is automatically applied
398generate a treasure and replace itself with the generated treasure.
399
400Chests are also of this type, their treasures are generated by
401the auto apply code on map instantiation.
402
403=over 4
404
405=item I<hp> <number>
406
407The number of treasures to generate.
408
409=item I<exp> <level>
410
411If FLAG_AUTO_APPLY is not set the exp field has no further meaning
412and the difficulty for the treasurecode only depends on the maps difficulty,
413otherwise the exp field has the following meaning:
414
415If this field is not 0 it is passed as the difficulty
416to the treasure generation code to determine how good, how much
417worth a treasure is or what bonuses it is given by the treasure code.
418
419If this field is not set or 0 the difficulty of the map is passed to the treasure
420generation code.
421
422=item I<randomitems> <treasurelist>
423
424The treasurelist to use to generate the treasure which is put in the
425treasure objects inventory.
426
427=back
428
429=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
430
431These objects contain a spell and will emit it on apply, which most
432of the time has the meaning of 'drinking'.
433
434If no resistancy field, stat field or attacktype is set and no spell
435is put in the potion by the sp field or the randomitems the
436potion will become an artifact and the artifact code decides which kind
437of potion will be generated.
438
439If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
440will yield an explosion and hurt the player.
441
442=over 4
443
444=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
445
446These stat fields determine how many stat points the player gets
447when he applies this potion.
448
449If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
450
451=item I<sp> <number>
452
453If this field is set and the randomitems field is not set
454the field is interpreted as spell number, please look the right
455number up in common/loader.C.
456
457If this field is set the randomitems field will be unset by the
458map loading code.
459
460=item I<attacktype> <attacktype>
461
462This field has some special meaning in potions, currently the
463bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
464restoration potion or improvement potion.
465See include/attackinc.h for the bits of these types.
466
467If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
468will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
469set the player will be drained a random stat by inserting an ARCH_DEPLETION
470into him.
471
472If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
473When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
474
475=item I<resist_RESISTANCY> <number>
476
477If this stat is set and no spell is in the potion the potion
478will create a force that give the player this specific resistancy.
479The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
480and the potion will last 10 times longer than the default force archetype
481FORCE_NAME (at the moment of this writing spell/force.arc).
482
483=item I<randomitems> <treasurelist>
484
485The inventory/spell of the potion will be created by calling the treasure code
486with the treasurelist specified here. (I guess it's highly undefined what
487happens if there is not a spell in the potions inventory).
488
489=item I<on_use_yield> <archetype>
490
491When this object is applied an instance of <archetype> will be created.
492
493=item I<subtypes> <potion subtype>
494
495see include/spells.h for possible potion subtypes, there are currently 4:
496
497=over 4
498
499=item POT_SPELL
500
501Unused, default behaiour of a potion.
502
503=item POT_DUST
504
505This potion can be thrown to cast the spell that it has in it's inventory,
506the behaviour is not defined if there is not a B<SPELL> in the inventory and the
507server will log an error.
508
509=item POT_FIGURINE
510
511Unused, default behaiour of a potion.
512
513=item POT_BALM
514
515Unused, default behaiour of a potion.
516
517=back
518
519=back
520
521=head3 B<FOOD> - type 6 - Eatable stuff
522
523This is for objects that are representing general eatables like
524beef or bread.
525
526The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
527give different messages.
528
529The specialty of B<FLESH> is that it inherits the resistancies of the
530monsters it was generated in and will let dragons raise their resistancies
531with that. If the monster has the B<POISON> attacktype the B<FLESH>
532will change into B<POISON>.
533
534If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
535and if he doesn't find any of that he will start eating B<FLESH>.
536
537=over 4
538
539=item I<title> <string>
540
541If the food has B<title> set or is cursed it is considered 'special', which
542means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
543I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
544on the player.
545
546The higher the I<food> field is the longer the improvement of the player lasts
547(except for I<hp> and I<sp>).
548
549=item I<food> <number>
550
551This is the amount of food points the player gets when he eats this.
552
553=item I<on_use_yield> <archetype>
554
555When this object is applied an instance of <archetype> will be created.
556
557=back
558
559=head3 B<POISON> - type 7 - Poisonous stuff
560
561This type is for objects that can poison the player when he drinks/applies it.
562When applied it will hit the attacked with AT_POISON and will create
563a B<POISONING> object in the one who was hit.
564
565=over 4
566
567=item I<level> <number>
568
569This field affects the probability of poisoning. The higher the level difference
570between the one who is hit and the poision the more probable it is the attacked
571one will be poisoned.
572
573=item I<slaying> <race>
574
575This field has the usual meaning of 'slaying', when the
576poisoned's race matches the I<slaying> field the damage done by the poison
577is multiplied by 3.
578
579=item I<hp> <number>
580
581This is the amount of damage the player will receive from applying this. The
582attacktype AT_POISON will be used to hit the player and the damage will
583determine the strenght, duration and depletion of stats of the poisoning. The
584created B<POISONING> object which is being placed in the one who was attacked will
585get the damage from this field (which is maybe adjusted by slaying or the
586resistancies).
587
588=item I<food> <number>
589
5901/4 of <number> will be drained from the players I<food>.
591
592=item I<on_use_yield> <archetype>
593
594When this object is applied an instance of <archetype> will be created.
595
596=back
597
598=head3 B<BOOK> - type 8 - Readable books
599
600This type is basically for representing text books in the game.
601
602Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
603
604=over 4
605
606=item I<msg> <text>
607
608This is the contents of the book. When this field is unset
609at treasure generation a random text will be inserted.
610
611=item I<skill> <skill name>
612
613The skill required to read this book. (The most resonable
614skill would be literacy).
615
616=item I<exp> <number>
617
618The experience points the player get for reading this book.
619
620=item I<subtype> <readable subtype>
621
622This field determines the type of the readable.
623Please see common/readable.C in the readable_message_types table.
624
625=back
626
627=head3 B<CLOCK> - type 9 - Clocks
628
629This type of objects just display the time when being applied.
630
631=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
632
633This is a spell effect of a moving bolt. It moves straigt forward
634through the map until something blocks it.
635If FLAG_REFLECTING is set it even reflects on walls.
636
637FLAG_IS_TURNABLE should be set on these objects.
638
639=over 4
640
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>
647
648The attacktype with which it hits the objects on the map.
649
650=item I<dam> <number>
651
652The damage this bolt inflicts when it hits objects on the map.
653
654=item I<Dex> <number>
655
656This is the fork percentage, it is reduced by 10 per fork.
657And the I<dam> field is halved on each fork.
658
659=item I<Con> (internal)
660
661This value is a percentage of which the forking lightning
662is deflected to the left. This value should be mostly used internally.
663
664=item I<duration> <number>
665
666The duration the bolt stays on a map cell. This field is decreased each time
667the object is processed (see the meaning of I<speed> and I<speed_left> fields in
668the generic object field description).
669
670=item I<range> <number>
671
672This is the range of the bolt, each space it advances this field is decreased.
673
674=back
675
676=head3 B<ARROW> - type 13 - Arrows
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
798=head3 B<WEAPON> - type 15 - Weapons
799
800This type is for general hack and slash weapons like swords, maces
801and daggers and and ....
802
803=over 4
804
805=item I<weapontype> <type id>
806
807decides what attackmessages are generated, see include/define.h
808
809=item I<attacktype> <bitmask>
810
811bitfield which decides the attacktype of the damage, see include/attackinc.h
812
813=item I<dam> <number>
814
815amount of damage being done with the attacktype
816
817=item I<item_power> <level>
818
819the itempower of this weapon.
820
821=item I<name>
822
823the name of the weapon.
824
825=item I<level> (internal)
826
827The improvement state of the weapon.
828If this field is greater than 0 the I<name> field starts with the
829characters name who improved this weapon.
830
831=item I<last_eat> (internal)
832
833This seems to be the amount of improvements of a weapon,
834the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
835
836 ((who->level / 5) + 5) >= op->last_eat
837
838=item I<last_sp>
839
840the weapon speed (see magic description)
841
842=item I<food> <number>
843
844addition to food regeneration of the player
845
846=item I<hp> <number>
847
848addition to health regeneration
849
850=item I<sp> <number>
851
852addition to mana regeneration
853
854=item I<grace> <number>
855
856addititon to grace regeneration
857
858=item I<gen_sp_armour> <number>
859
860the players I<gen_sp_armour> field (which is per default 10) is being added the
861<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
862do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
863I<gen_sp_armour> limits the amout of regenerated spellpoints.
864
865Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
866I<sp> regeneration.
867
868=item I<body_BODYSLOT>
869
870The part/slot of the body you need to use this weapon, possible values for
871C<BODYSLOT> should be looked up in common/item.C at body_locations.
872
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>
879
880this is the factor with which the difference of the players resistancy and 100%
881is multiplied, something like this:
882
883 additional_resistancy = (100 - current_resistancy) * (<number>/100)
884
885if <number> is negative it is added to the total vulnerabilities,
886and later the total resistance is decided by:
887
888 'total resistance = total protections - total vulnerabilities'
889
890see also common/living.C:fix_player.
891
892=item I<path_(attuned|repelled|denied)>
893
894this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
895for the pathes.
896
897=item I<luck> <number>
898
899this luck is added to the players I<luck>
900
901=item I<move_type>
902
903if the weapon has a I<move_type> set the player inherits it's I<move_type>
904
905=item I<exp> <number>
906
907the added_speed and bonus_speed of the player is raised by <number>/3.
908if <number> < 0 then the added_speed is decreased by <number>
909
910=item I<weight>
911
912the weight of the weapon
913
914=item I<magic>
915
916the I<magic> field affects the amounts of the following fields:
917
918 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
919
920 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
921
922 - dam: the players dam is adjusted by: player->dam += (dam + magic)
923
924 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
925 (minium is 0)
926
927=item I<ac> <number>
928
929the amount of ac points the player's I<ac> is decreased when applying this object.
930
931=item I<wc> <number>
932
933the amount of wc points the player's I<wc> is decreased when applying this object.
934
935=back
936
937=head4 Player inherits following flags from weapons:
938
939 FLAG_LIFESAVE
940 FLAG_REFL_SPELL
941 FLAG_REFL_MISSILE
942 FLAG_STEALTH
943 FLAG_XRAYS
944 FLAG_BLIND
945 FLAG_SEE_IN_DARK
946 FLAG_UNDEAD
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
997=head3 B<DRINK> - type 54 - Drinkable stuff
998
999See B<FOOD> description.
1000
1001=head3 B<CHECK_INV> - type 64 - Inventory checkers
1002
1003This object checks whether the player has a specific item in his
1004inventory when he moves above the inventory checker. If the player has
1005the item (or not, which can be controlled with a flag) a connection will be triggered.
1006
1007If you set I<move_block> you can deny players and monsters to reach the space where
1008the inventory checker is on, see I<move_block> description below.
1009
1010The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
1011So matching one of those conditions is enough.
1012
1013=over 4
1014
1015=item I<move_block> <move type bitmask>
1016
1017If you set this field to block a movetype the move code will block any moves
1018onto the space with the inventory checker, IF the moving object doesn't have
1019(or has - if I<last_sp> = 0) the item that the checker is searching for.
1020
1021=item I<last_sp> (0|1)
1022
1023If I<last_sp> is 1 'having' the item that is being checked for will
1024activate the connection or make the space with the checker non-blocking.
1025If I<last_sp> is 0 'not having' the item will activate the connection
1026or make the space with the checker non-blocking.
1027
1028=item I<last_heal> (0|1)
1029
1030If I<last_heal> is 1 the matching item will be removed if the inventory checker
1031activates a connection and finds the item in the inventory.
1032
1033(A inventory checker that blocks a space won't remove anything from inventories)
1034
1035=item I<hp> <number>
1036
1037If this field is not 0 the inventory checker will search for an object
1038with the type id <number>.
1039
1040=item I<slaying> <string>
1041
1042If this field is set the inventory checker will search for an object that
1043has the same string in the I<slaying> field (for example a key string of a key).
1044
1045=item I<race> <string>
1046
1047If this field is set the inventory checker will search for an object which
1048has the archetype name that matches <string>.
1049
1050=item I<connected> <connection id>
1051
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.
1055
1056See also the description of the I<connected> field in the generic object field
1057section.
1058
1059=back
1060
1061=head3 B<FLESH> - type 72 - Organs and body parts 1062=head3 B<FLESH> - type 72 - Organs and body parts
1062 1063
1063See B<FOOD> description. 1064See B<FOOD> description.
1064 1065
1065=head3 B<MISC_OBJECT> - type 79 - Misc. objects 1066=head3 B<MISC_OBJECT> - type 79 - Misc. objects

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