1 | =head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION |
1 | =head1 DELIANTRA OBJECT AND INTERNALS DOCUMENTATION |
2 | |
2 | |
3 | Here is all information about the object types Crossfire+ |
3 | Here is all information about the object types Deliantra |
4 | supports at the moment. This is not a complete documentation (yet) |
4 | supports at the moment. This is not a complete documentation (yet) |
5 | and browsing the source is still recommended to learn about |
5 | and browsing the source is still recommended to learn about |
6 | the objects that aren't documented here. |
6 | the objects that aren't documented here. |
7 | |
7 | |
8 | This documentation is in a sketchy state. It's mostly |
8 | This documentation is in a sketchy state. It's mostly |
… | |
… | |
33 | This document does explain the behaviour of the objects and the meaning of |
33 | This document does explain the behaviour of the objects and the meaning of |
34 | their fields in the server engine, which are derived from archetypes. |
34 | their fields in the server engine, which are derived from archetypes. |
35 | |
35 | |
36 | This is an example of an archetype: |
36 | This is an example of an archetype: |
37 | |
37 | |
38 | Object button_trigger |
38 | object button_trigger |
39 | name button |
39 | name button |
40 | type 30 |
40 | type 30 |
41 | face button_sma.111 |
41 | face button_sma.x11 |
42 | anim |
42 | anim |
43 | button_sma.111 |
43 | button_sma.x11 |
44 | button_sma.112 |
44 | button_sma.x12 |
45 | mina |
45 | mina |
46 | is_animated 0 |
46 | is_animated 0 |
47 | exp 30 |
47 | exp 30 |
48 | no_pick 1 |
48 | no_pick 1 |
49 | walk_on 1 |
49 | walk_on 1 |
… | |
… | |
111 | For non-player objects this field is not changed by server ticks. |
111 | For 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 | |
115 | This field indicates how far an object glows. Default is a radius of 0 (no |
115 | This field indicates how far an object glows. Default is a radius of 0 (no |
116 | glowing at all). |
116 | glowing at all). Negative glow radii darken areas - currently, negative |
|
|
117 | glow radii are stronger than positive ones. |
117 | |
118 | |
118 | =item I<speed> <number> |
119 | =item I<speed> <float> |
119 | |
120 | |
120 | If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed |
121 | If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed |
121 | on the active object list and will be processed each tick (see also speed_left!). |
122 | on the active object list and will be processed each tick (see also speed_left!). |
122 | |
123 | |
123 | If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed |
124 | If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed |
124 | from the active object list and it won't experience any processing per tick. |
125 | from the active object list and it won't experience any processing per tick. |
125 | |
126 | |
|
|
127 | Negative speed settings in archetypes and files cause a speed_left |
|
|
128 | randomisation on load or instantiatian, but for calculations, the absolute |
|
|
129 | value is used always. |
|
|
130 | |
126 | =item I<speed_left> <number> |
131 | =item I<speed_left> <float> |
127 | |
132 | |
128 | If this field is greater than 0 and the object is on the |
133 | If this field is greater than 0 and the object is on the |
129 | active list (mostly means it's speed is also greater than 0): |
134 | active list (mostly means it's speed is also greater than 0): |
130 | |
135 | |
131 | - speed_left is decreased by 1 |
136 | - speed_left is decreased by 1 |
… | |
… | |
263 | will be generated. |
268 | will be generated. |
264 | |
269 | |
265 | After the new object is created the I<hp> field from the old object is copied into |
270 | After the new object is created the I<hp> field from the old object is copied into |
266 | the new one. |
271 | the new one. |
267 | |
272 | |
268 | When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied |
|
|
269 | to the new object. |
|
|
270 | |
|
|
271 | =item FLAG_IS_A_TEMPLATE (internal use) |
273 | =item FLAG_IS_A_TEMPLATE (internal use) |
272 | |
274 | |
273 | This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s, |
275 | This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s, |
274 | or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
276 | or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
275 | |
277 | |
… | |
… | |
300 | This flag is by default on. |
302 | This flag is by default on. |
301 | |
303 | |
302 | =item FLAG_NO_STEAL |
304 | =item FLAG_NO_STEAL |
303 | |
305 | |
304 | When this flag is set this object can't be stolen. The flag will be |
306 | When this flag is set this object can't be stolen. The flag will be |
305 | resetted once the object is placed on a map. |
307 | reset once the object is placed on a map. |
306 | |
308 | |
307 | When this flag is set on a monster it can defent attempts of stealing |
309 | When this flag is set on a monster it can defend attempts at stealing |
308 | (but in this context the flag is only used internally). |
310 | (but in this context the flag is only used internally). |
309 | |
311 | |
310 | =item FLAG_NO_SKILL_IDENT |
312 | =item FLAG_NO_SKILL_IDENT |
311 | |
313 | |
312 | This flag is mostly used internal and prevents unidentified objects |
314 | This flag is mostly used internal and prevents unidentified objects |
… | |
… | |
331 | |
333 | |
332 | This flag indicates whether a B<LIGHTER> can light this object. See also the |
334 | This flag indicates whether a B<LIGHTER> can light this object. See also the |
333 | description of the B<LIGHTER> type. How easy you can light an item depends |
335 | description of the B<LIGHTER> type. How easy you can light an item depends |
334 | partially on the material of the object. |
336 | partially on the material of the object. |
335 | |
337 | |
|
|
338 | =item FLAG_MONSTER |
|
|
339 | |
|
|
340 | Enables NPC behaviour in general (both monster AI and friendly AI). Numerous fields |
|
|
341 | change their meaning, including: |
|
|
342 | |
|
|
343 | =over 4 |
|
|
344 | |
|
|
345 | =item I<wis> |
|
|
346 | |
|
|
347 | Governs the "wake-up radius" - the radius within a monster detects an enemy. |
|
|
348 | |
|
|
349 | Also, I<wis> governs pathfinding intelligence: 8 and up means the monster |
|
|
350 | will partake in basic smell finding. 10 and up additionally spreads smell |
|
|
351 | knowledge, and 15 and up additionally will try to perturb the path as to |
|
|
352 | find shortcuts. |
|
|
353 | |
|
|
354 | =back |
|
|
355 | |
336 | =back |
356 | =back |
337 | |
357 | |
338 | =head2 Description of type specific fields and behaviour |
358 | =head2 Description of type specific fields and behaviour |
339 | |
359 | |
340 | The beginning of the headers of the following subsection |
360 | The beginning of the headers of the following subsection |
341 | are the server internal names for the objects types, see include/define.h. |
361 | are the server internal names for the objects types, see include/define.h. |
|
|
362 | |
|
|
363 | =head3 B<TRANSPORT> - type 2 - Player transports |
|
|
364 | |
|
|
365 | This type is implemented by the transport extension and has currently no special |
|
|
366 | fields that affect it. |
|
|
367 | |
|
|
368 | =head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells |
|
|
369 | |
|
|
370 | Rods contain spells and can be fired by a player. |
|
|
371 | |
|
|
372 | =over 4 |
|
|
373 | |
|
|
374 | =item I<level> <number> |
|
|
375 | |
|
|
376 | This field is used for calculating the spell level that can be fired |
|
|
377 | with this rod, it's also the maximum level of the spell that can be fired. |
|
|
378 | The level of the spell that is being fired depends mostly on |
|
|
379 | the 'use magic item' skill level of the player and 1/10 of the level of the |
|
|
380 | rod is added as bonus. |
|
|
381 | |
|
|
382 | =item I<hp> <number> |
|
|
383 | |
|
|
384 | The amount of spellpoints this rod has left. Recharges at a rate of C<1 + |
|
|
385 | maxhp/10> per tick. |
|
|
386 | |
|
|
387 | =item I<maxhp> <number> |
|
|
388 | |
|
|
389 | The maximum amount of spellpoints this rod has. |
|
|
390 | |
|
|
391 | =item I<skill> <skill name> |
|
|
392 | |
|
|
393 | This field determines which skill you need to apply this object. |
|
|
394 | |
|
|
395 | =back |
|
|
396 | |
|
|
397 | =head3 B<TREASURE> - type 4 - Treasures |
|
|
398 | |
|
|
399 | This type of objects are for random treasure generation in maps. |
|
|
400 | If this object is applied by a player it will replace itself with it's |
|
|
401 | inventory. If it is automatically applied |
|
|
402 | generate a treasure and replace itself with the generated treasure. |
|
|
403 | |
|
|
404 | Chests are also of this type, their treasures are generated by |
|
|
405 | the auto apply code on map instantiation. |
|
|
406 | |
|
|
407 | =over 4 |
|
|
408 | |
|
|
409 | =item I<hp> <number> |
|
|
410 | |
|
|
411 | The number of treasures to generate. |
|
|
412 | |
|
|
413 | =item I<exp> <level> |
|
|
414 | |
|
|
415 | If FLAG_AUTO_APPLY is not set the exp field has no further meaning |
|
|
416 | and the difficulty for the treasurecode only depends on the maps difficulty, |
|
|
417 | otherwise the exp field has the following meaning: |
|
|
418 | |
|
|
419 | If this field is not 0 it is passed as the difficulty |
|
|
420 | to the treasure generation code to determine how good, how much |
|
|
421 | worth a treasure is or what bonuses it is given by the treasure code. |
|
|
422 | |
|
|
423 | If this field is not set or 0 the difficulty of the map is passed to the treasure |
|
|
424 | generation code. |
|
|
425 | |
|
|
426 | =item I<randomitems> <treasurelist> |
|
|
427 | |
|
|
428 | The treasurelist to use to generate the treasure which is put in the |
|
|
429 | treasure objects inventory. |
|
|
430 | |
|
|
431 | =back |
|
|
432 | |
|
|
433 | =head3 B<POTION> - type 5 - Potions for drinking and other nastynesses |
|
|
434 | |
|
|
435 | These objects contain a spell and will emit it on apply, which most |
|
|
436 | of the time has the meaning of 'drinking'. |
|
|
437 | |
|
|
438 | If no resistancy field, stat field or attacktype is set and no spell |
|
|
439 | is put in the potion by the sp field or the randomitems the |
|
|
440 | potion will become an artifact and the artifact code decides which kind |
|
|
441 | of potion will be generated. |
|
|
442 | |
|
|
443 | If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion |
|
|
444 | will yield an explosion and hurt the player. |
|
|
445 | |
|
|
446 | =over 4 |
|
|
447 | |
|
|
448 | =item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number> |
|
|
449 | |
|
|
450 | These stat fields determine how many stat points the player gets |
|
|
451 | when he applies this potion. |
|
|
452 | |
|
|
453 | If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. |
|
|
454 | |
|
|
455 | =item I<sp> <number> |
|
|
456 | |
|
|
457 | If this field is set and the randomitems field is not set |
|
|
458 | the field is interpreted as spell number, please look the right |
|
|
459 | number up in common/loader.C. |
|
|
460 | |
|
|
461 | If this field is set the randomitems field will be unset by the |
|
|
462 | map loading code. |
|
|
463 | |
|
|
464 | =item I<attacktype> <attacktype> |
|
|
465 | |
|
|
466 | This field has some special meaning in potions, currently the |
|
|
467 | bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
|
|
468 | restoration potion or improvement potion. |
|
|
469 | See include/attackinc.h for the bits of these types. |
|
|
470 | |
|
|
471 | If AT_DEPLETE is set the player will be restored and the "depletion" |
|
|
472 | will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED |
|
|
473 | set the player will be drained a random stat by inserting an "depletion" |
|
|
474 | into him. |
|
|
475 | |
|
|
476 | If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. |
|
|
477 | When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. |
|
|
478 | |
|
|
479 | =item I<resist_RESISTANCY> <number> |
|
|
480 | |
|
|
481 | If this stat is set and no spell is in the potion the potion |
|
|
482 | will create a force that give the player this specific resistancy. |
|
|
483 | The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) |
|
|
484 | and the potion will last 10 times longer than the default force archetype |
|
|
485 | FORCE_NAME (at the moment of this writing spell/force.arc). |
|
|
486 | |
|
|
487 | =item I<randomitems> <treasurelist> |
|
|
488 | |
|
|
489 | The inventory/spell of the potion will be created by calling the treasure code |
|
|
490 | with the treasurelist specified here. (I guess it's highly undefined what |
|
|
491 | happens if there is not a spell in the potions inventory). |
|
|
492 | |
|
|
493 | =item I<on_use_yield> <archetype> |
|
|
494 | |
|
|
495 | When this object is applied an instance of <archetype> will be created. |
|
|
496 | |
|
|
497 | =item I<subtypes> <potion subtype> |
|
|
498 | |
|
|
499 | see include/spells.h for possible potion subtypes, there are currently 4: |
|
|
500 | |
|
|
501 | =over 4 |
|
|
502 | |
|
|
503 | =item POT_SPELL |
|
|
504 | |
|
|
505 | Unused, default behaiour of a potion. |
|
|
506 | |
|
|
507 | =item POT_DUST |
|
|
508 | |
|
|
509 | This potion can be thrown to cast the spell that it has in it's inventory, |
|
|
510 | the behaviour is not defined if there is not a B<SPELL> in the inventory and the |
|
|
511 | server will log an error. |
|
|
512 | |
|
|
513 | =item POT_FIGURINE |
|
|
514 | |
|
|
515 | Unused, default behaiour of a potion. |
|
|
516 | |
|
|
517 | =item POT_BALM |
|
|
518 | |
|
|
519 | Unused, default behaiour of a potion. |
|
|
520 | |
|
|
521 | =back |
|
|
522 | |
|
|
523 | =back |
|
|
524 | |
|
|
525 | =head3 B<FOOD> - type 6 - Edible stuff |
|
|
526 | |
|
|
527 | This is for objects that are representing general eatables like |
|
|
528 | beef or bread. |
|
|
529 | |
|
|
530 | The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they |
|
|
531 | give different messages. |
|
|
532 | |
|
|
533 | The specialty of B<FLESH> is that it inherits the resistancies of the |
|
|
534 | monsters it was generated in and will let dragons raise their resistancies |
|
|
535 | with that. If the monster has the B<POISON> attacktype the B<FLESH> |
|
|
536 | will change into B<POISON>. |
|
|
537 | |
|
|
538 | If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON> |
|
|
539 | and if he doesn't find any of that he will start eating B<FLESH>. |
|
|
540 | |
|
|
541 | =over 4 |
|
|
542 | |
|
|
543 | =item I<title> <string> |
|
|
544 | |
|
|
545 | If the food has B<title> set or is cursed it is considered 'special', which |
|
|
546 | means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>, |
|
|
547 | I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects |
|
|
548 | on the player. |
|
|
549 | |
|
|
550 | The higher the I<food> field is the longer the improvement of the player lasts |
|
|
551 | (except for I<hp> and I<sp>). |
|
|
552 | |
|
|
553 | =item I<food> <number> |
|
|
554 | |
|
|
555 | This is the amount of food points the player gets when he eats this. |
|
|
556 | |
|
|
557 | =item I<on_use_yield> <archetype> |
|
|
558 | |
|
|
559 | When this object is applied an instance of <archetype> will be created. |
|
|
560 | |
|
|
561 | =back |
|
|
562 | |
|
|
563 | =head3 B<POISON> - type 7 - Poisonous stuff |
|
|
564 | |
|
|
565 | This type is for objects that can poison the player when he drinks/applies it. |
|
|
566 | When applied it will hit the attacked with AT_POISON and will create |
|
|
567 | a B<POISONING> object in the one who was hit. |
|
|
568 | |
|
|
569 | =over 4 |
|
|
570 | |
|
|
571 | =item I<level> <number> |
|
|
572 | |
|
|
573 | This field affects the probability of poisoning. The higher the level difference |
|
|
574 | between the one who is hit and the poision the more probable it is the attacked |
|
|
575 | one will be poisoned. |
|
|
576 | |
|
|
577 | =item I<slaying> <race> |
|
|
578 | |
|
|
579 | This field has the usual meaning of 'slaying', when the |
|
|
580 | poisoned's race matches the I<slaying> field the damage done by the poison |
|
|
581 | is multiplied by 3. |
|
|
582 | |
|
|
583 | =item I<hp> <number> |
|
|
584 | |
|
|
585 | This is the amount of damage the player will receive from applying this. The |
|
|
586 | attacktype AT_POISON will be used to hit the player and the damage will |
|
|
587 | determine the strenght, duration and depletion of stats of the poisoning. The |
|
|
588 | created B<POISONING> object which is being placed in the one who was attacked will |
|
|
589 | get the damage from this field (which is maybe adjusted by slaying or the |
|
|
590 | resistancies). |
|
|
591 | |
|
|
592 | =item I<food> <number> |
|
|
593 | |
|
|
594 | 1/4 of <number> will be drained from the players I<food>. |
|
|
595 | |
|
|
596 | =item I<on_use_yield> <archetype> |
|
|
597 | |
|
|
598 | When this object is applied an instance of <archetype> will be created. |
|
|
599 | |
|
|
600 | =back |
|
|
601 | |
|
|
602 | =head3 B<BOOK> - type 8 - Readable books |
|
|
603 | |
|
|
604 | This type is basically for representing text books in the game. |
|
|
605 | |
|
|
606 | Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). |
|
|
607 | |
|
|
608 | =over 4 |
|
|
609 | |
|
|
610 | =item I<msg> <text> |
|
|
611 | |
|
|
612 | This is the contents of the book. When this field is unset |
|
|
613 | at treasure generation a random text will be inserted. |
|
|
614 | |
|
|
615 | =item I<skill> <skill name> |
|
|
616 | |
|
|
617 | The skill required to read this book. (The most resonable |
|
|
618 | skill would be literacy). |
|
|
619 | |
|
|
620 | =item I<exp> <number> |
|
|
621 | |
|
|
622 | The experience points the player get for reading this book. |
|
|
623 | |
|
|
624 | =item I<subtype> <readable subtype> |
|
|
625 | |
|
|
626 | This field determines the type of the readable. |
|
|
627 | Please see common/readable.C in the readable_message_types table. |
|
|
628 | |
|
|
629 | =back |
|
|
630 | |
|
|
631 | =head3 B<CLOCK> - type 9 - Clocks |
|
|
632 | |
|
|
633 | This type of objects just display the time when being applied. |
|
|
634 | |
|
|
635 | =head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT) |
|
|
636 | |
|
|
637 | This is a spell effect of a moving bolt. It moves straigt forward |
|
|
638 | through the map until something blocks it. |
|
|
639 | If FLAG_REFLECTING is set it even reflects on walls. |
|
|
640 | |
|
|
641 | FLAG_IS_TURNABLE should be set on these objects. |
|
|
642 | |
|
|
643 | =over 4 |
|
|
644 | |
|
|
645 | =item I<move_type> <movetype> |
|
|
646 | |
|
|
647 | This field affects the move type with which the lightning moves through |
|
|
648 | the map and which map cells will reflect or block it. |
|
|
649 | |
|
|
650 | =item I<attacktype> <attacktype> |
|
|
651 | |
|
|
652 | The attacktype with which it hits the objects on the map. |
|
|
653 | |
|
|
654 | =item I<dam> <number> |
|
|
655 | |
|
|
656 | The damage this bolt inflicts when it hits objects on the map. |
|
|
657 | |
|
|
658 | =item I<Dex> <number> |
|
|
659 | |
|
|
660 | This is the fork percentage, it is reduced by 10 per fork. |
|
|
661 | And the I<dam> field is halved on each fork. |
|
|
662 | |
|
|
663 | =item I<Con> (internal) |
|
|
664 | |
|
|
665 | This value is a percentage of which the forking lightning |
|
|
666 | is deflected to the left. This value should be mostly used internally. |
|
|
667 | |
|
|
668 | =item I<duration> <number> |
|
|
669 | |
|
|
670 | The duration the bolt stays on a map cell. This field is decreased each time |
|
|
671 | the object is processed (see the meaning of I<speed> and I<speed_left> fields in |
|
|
672 | the generic object field description). |
|
|
673 | |
|
|
674 | =item I<range> <number> |
|
|
675 | |
|
|
676 | This is the range of the bolt, each space it advances this field is decreased. |
|
|
677 | |
|
|
678 | =back |
|
|
679 | |
|
|
680 | =head3 B<ARROW> - type 13 - Arrows |
|
|
681 | |
|
|
682 | This is the type for objects that represent projectiles like arrows. |
|
|
683 | The movement of B<THROWN_OBJ>s behave similar to this type. |
|
|
684 | |
|
|
685 | Flying arrows are stopped either when they hit something blocking |
|
|
686 | (I<move_block>) or something which is alive. |
|
|
687 | If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE |
|
|
688 | set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict |
|
|
689 | damage with a small chance which is affected by the I<level> field of the arrow. |
|
|
690 | |
|
|
691 | If FLAG_REFLECTING is set on the arrow it will bounce off everything |
|
|
692 | that is not alive and blocks it's movement. |
|
|
693 | |
|
|
694 | When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying> |
|
|
695 | fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of |
|
|
696 | the object, to restore them once the arrow has been stopped. |
|
|
697 | |
|
|
698 | =over 4 |
|
|
699 | |
|
|
700 | =item I<dam> <number> |
|
|
701 | |
|
|
702 | The amount of damage that is being done to the victim that gets hit. |
|
|
703 | This field is recomputed when the arrow is fired and will consist |
|
|
704 | of the sum of a damage bonus (see description of the B<BOW> type), |
|
|
705 | the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field |
|
|
706 | and the arrows I<magic> field. |
|
|
707 | |
|
|
708 | =item I<wc> <number> |
|
|
709 | |
|
|
710 | The weapon class of the arrow, which has effect on the probability of hitting. |
|
|
711 | |
|
|
712 | It is recomputed when the arrow is being fired by this formula: |
|
|
713 | |
|
|
714 | wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) |
|
|
715 | - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod |
|
|
716 | |
|
|
717 | When the arrow is not being shot by an player dex_bonus and thaco_bonus and the |
|
|
718 | level is not added. |
|
|
719 | |
|
|
720 | wc_mod is dependend on the fire mode of the bow. For a more detailed |
|
|
721 | explanation of dex_bonus, thaco_bonus and wc_mod please consult the code. |
|
|
722 | |
|
|
723 | =item I<magic> <number> |
|
|
724 | |
|
|
725 | This field is added to the damage of the arrow when it is shot and |
|
|
726 | will also improve it's I<speed> by 1/5 of it's value. |
|
|
727 | |
|
|
728 | =item I<attacktype> <attacktype> |
|
|
729 | |
|
|
730 | Bitfield which decides the attacktype of the damage, see include/attackinc.h |
|
|
731 | On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>. |
|
|
732 | |
|
|
733 | =item I<level> <number> (interally used) |
|
|
734 | |
|
|
735 | The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE, |
|
|
736 | see above in the B<ARROW> description. |
|
|
737 | |
|
|
738 | The I<level> is set when the arrow is fired to either the skill level or the |
|
|
739 | shooters level. |
|
|
740 | |
|
|
741 | =item I<speed> <number> (internal) |
|
|
742 | |
|
|
743 | This field shouldn't be set directly in the archetype, the arrow will get it's |
|
|
744 | I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the |
|
|
745 | arrow will be stopped immediatly. |
|
|
746 | |
|
|
747 | On fireing the I<speed> of the arrow is computed of 1/5 of the |
|
|
748 | sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7 |
|
|
749 | of the bows I<dam> field is added to the I<speed> of the arrow. |
|
|
750 | |
|
|
751 | The minimum I<speed> of an arrow is 1.0. |
|
|
752 | |
|
|
753 | While flying the arrows I<speed> is decreased by 0.05 each time it's moved. |
|
|
754 | |
|
|
755 | If the I<speed> is above 10.0 it goes straight through the creature it hits and |
|
|
756 | its I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is |
|
|
757 | stopped and either stuck into the victim (see I<weight> field description) or |
|
|
758 | put on its map square (if it didn't break, see description of the I<food> field). |
|
|
759 | |
|
|
760 | =item I<weight> <number> |
|
|
761 | |
|
|
762 | This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg) |
|
|
763 | the arrow will stick in the victim it hits. Otherwise it will fall to the ground. |
|
|
764 | |
|
|
765 | =item I<food> <number> |
|
|
766 | |
|
|
767 | The breaking percentage. 100 (%) means: breaks on usage for sure. |
|
|
768 | |
|
|
769 | =item I<inventory> (internal) |
|
|
770 | |
|
|
771 | If the flying/moving object has something in it's inventory and it stops, it |
|
|
772 | will be replaced with it's inventory. Otherwise it will be handled as usual, |
|
|
773 | which means: it will be calculated whether the arrow breaks and it will be |
|
|
774 | reset for reuse. |
|
|
775 | |
|
|
776 | =item I<slaying> <string> |
|
|
777 | |
|
|
778 | When the bow that fires this arrow has it's I<slaying> field set it is copied |
|
|
779 | to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains. |
|
|
780 | |
|
|
781 | =item I<move_type> <movetype> (internally used) |
|
|
782 | |
|
|
783 | This field is set when the arrow is shot to MOVE_FLY_LOW. |
|
|
784 | |
|
|
785 | =item I<move_on> <movetype> (internally used) |
|
|
786 | |
|
|
787 | This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK. |
|
|
788 | |
|
|
789 | =item I<race> <string> |
|
|
790 | |
|
|
791 | The I<race> field is a unique key that assigns arrows, bows and quivers. When |
|
|
792 | shooting an arrow the bows I<race> is used to search for arrows (which have the |
|
|
793 | same I<race> as the bow) in the players inventory and will recursively search in |
|
|
794 | the containers (which are applied and have the same I<race> as the bow and the arrow). |
|
|
795 | |
|
|
796 | =back |
|
|
797 | |
|
|
798 | =head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s |
|
|
799 | |
|
|
800 | TODO, but take into account B<ARROW> description above! |
|
|
801 | |
|
|
802 | =head3 B<WEAPON> - type 15 - Weapons |
|
|
803 | |
|
|
804 | This type is for general hack and slash weapons like swords, maces |
|
|
805 | and daggers and and .... |
|
|
806 | |
|
|
807 | =over 4 |
|
|
808 | |
|
|
809 | =item I<weapontype> <type id> |
|
|
810 | |
|
|
811 | decides what attackmessages are generated, see include/define.h |
|
|
812 | |
|
|
813 | =item I<attacktype> <bitmask> |
|
|
814 | |
|
|
815 | bitfield which decides the attacktype of the damage, see include/attackinc.h |
|
|
816 | |
|
|
817 | =item I<dam> <number> |
|
|
818 | |
|
|
819 | amount of damage being done with the attacktype |
|
|
820 | |
|
|
821 | =item I<item_power> <level> |
|
|
822 | |
|
|
823 | the itempower of this weapon. |
|
|
824 | |
|
|
825 | =item I<name> |
|
|
826 | |
|
|
827 | the name of the weapon. |
|
|
828 | |
|
|
829 | =item I<level> (internal) |
|
|
830 | |
|
|
831 | The improvement state of the weapon. |
|
|
832 | If this field is greater than 0 the I<name> field starts with the |
|
|
833 | characters name who improved this weapon. |
|
|
834 | |
|
|
835 | =item I<last_eat> (internal) |
|
|
836 | |
|
|
837 | This seems to be the amount of improvements of a weapon, |
|
|
838 | the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): |
|
|
839 | |
|
|
840 | ((who->level / 5) + 5) >= op->last_eat |
|
|
841 | |
|
|
842 | =item I<last_sp> |
|
|
843 | |
|
|
844 | the weapon speed (see magic description) |
|
|
845 | |
|
|
846 | =item I<food> <number> |
|
|
847 | |
|
|
848 | addition to food regeneration of the player |
|
|
849 | |
|
|
850 | =item I<hp> <number> |
|
|
851 | |
|
|
852 | addition to health regeneration |
|
|
853 | |
|
|
854 | =item I<sp> <number> |
|
|
855 | |
|
|
856 | addition to mana regeneration |
|
|
857 | |
|
|
858 | =item I<grace> <number> |
|
|
859 | |
|
|
860 | addititon to grace regeneration |
|
|
861 | |
|
|
862 | =item I<gen_sp_armour> <number> |
|
|
863 | |
|
|
864 | the players I<gen_sp_armour> field (which is per default 10) is being added the |
|
|
865 | <number> amount. gen_sp_armour seems to be a factor with which gen_sp in |
|
|
866 | do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of |
|
|
867 | I<gen_sp_armour> limits the amout of regenerated spellpoints. |
|
|
868 | |
|
|
869 | Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
|
|
870 | I<sp> regeneration. |
|
|
871 | |
|
|
872 | =item I<body_BODYSLOT> |
|
|
873 | |
|
|
874 | The part/slot of the body you need to use this weapon, possible values for |
|
|
875 | C<BODYSLOT> should be looked up in common/item.C at body_locations. |
|
|
876 | |
|
|
877 | The value (in the range C<-7..7>) gives the number of those body slots |
|
|
878 | used up by the item (if negative) or the number of body slots this object |
|
|
879 | has (if positive, e.g. for monsters or players). The special value C<0> |
|
|
880 | indicates that this object cannot equip items requiring these body slots. |
|
|
881 | |
|
|
882 | =item I<resist_RESISTANCY> <number> |
|
|
883 | |
|
|
884 | this is the factor with which the difference of the players resistancy and 100% |
|
|
885 | is multiplied, something like this: |
|
|
886 | |
|
|
887 | additional_resistancy = (100 - current_resistancy) * (<number>/100) |
|
|
888 | |
|
|
889 | if <number> is negative it is added to the total vulnerabilities, |
|
|
890 | and later the total resistance is decided by: |
|
|
891 | |
|
|
892 | 'total resistance = total protections - total vulnerabilities' |
|
|
893 | |
|
|
894 | see also common/living.C:fix_player. |
|
|
895 | |
|
|
896 | =item I<path_(attuned|repelled|denied)> |
|
|
897 | |
|
|
898 | this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
|
|
899 | for the pathes. |
|
|
900 | |
|
|
901 | =item I<luck> <number> |
|
|
902 | |
|
|
903 | this luck is added to the players I<luck> |
|
|
904 | |
|
|
905 | =item I<move_type> |
|
|
906 | |
|
|
907 | if the weapon has a I<move_type> set the player inherits it's I<move_type> |
|
|
908 | |
|
|
909 | =item I<exp> <number> |
|
|
910 | |
|
|
911 | the added_speed and bonus_speed of the player is raised by <number>/3. |
|
|
912 | if <number> < 0 then the added_speed is decreased by <number> |
|
|
913 | |
|
|
914 | =item I<weight> |
|
|
915 | |
|
|
916 | the weight of the weapon |
|
|
917 | |
|
|
918 | =item I<magic> |
|
|
919 | |
|
|
920 | the I<magic> field affects the amounts of the following fields: |
|
|
921 | |
|
|
922 | - wc : the players wc is adjusted by: player->wc -= (wc + magic) |
|
|
923 | |
|
|
924 | - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 |
|
|
925 | |
|
|
926 | - dam: the players dam is adjusted by: player->dam += (dam + magic) |
|
|
927 | |
|
|
928 | - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 |
|
|
929 | (minium is 0) |
|
|
930 | |
|
|
931 | =item I<ac> <number> |
|
|
932 | |
|
|
933 | the amount of ac points the player's I<ac> is decreased when applying this object. |
|
|
934 | |
|
|
935 | =item I<wc> <number> |
|
|
936 | |
|
|
937 | the amount of wc points the player's I<wc> is decreased when applying this object. |
|
|
938 | |
|
|
939 | =back |
|
|
940 | |
|
|
941 | =head4 Player inherits following flags from weapons: |
|
|
942 | |
|
|
943 | FLAG_LIFESAVE |
|
|
944 | FLAG_REFL_SPELL |
|
|
945 | FLAG_REFL_MISSILE |
|
|
946 | FLAG_STEALTH |
|
|
947 | FLAG_XRAYS |
|
|
948 | FLAG_BLIND |
|
|
949 | FLAG_SEE_IN_DARK |
|
|
950 | FLAG_UNDEAD |
|
|
951 | |
|
|
952 | =head3 B<GRIMREAPER> - type 28 - Grimreapers |
|
|
953 | |
|
|
954 | These type are mostly used for monsters, they give the |
|
|
955 | monster the ability to dissapear after 10 hits with AT_DRAIN. |
|
|
956 | |
|
|
957 | =over 4 |
|
|
958 | |
|
|
959 | =item I<value> <number> |
|
|
960 | |
|
|
961 | This field stores the hits the monster did yet. |
|
|
962 | |
|
|
963 | =back |
|
|
964 | |
|
|
965 | =head3 B<CREATOR> - type 42 - Object creators |
|
|
966 | |
|
|
967 | Once a creator is activated by a connection it creates a number of objects |
|
|
968 | (cloned from it's inventory or a new object derived from the archetype |
|
|
969 | named in the other_arch slot). |
|
|
970 | |
|
|
971 | If FLAG_LIVESAFE is set the number of uses is unlimited. |
|
|
972 | |
|
|
973 | =over 4 |
|
|
974 | |
|
|
975 | =item I<hp> <number> |
|
|
976 | |
|
|
977 | If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can |
|
|
978 | be used. |
|
|
979 | |
|
|
980 | =item I<speed> <float> |
|
|
981 | |
|
|
982 | If I<speed> is set the creator will create an object periodically, |
|
|
983 | see I<speed> and I<speed_left> fields in the general object field description |
|
|
984 | for more details. |
|
|
985 | |
|
|
986 | =item I<slaying> <string> |
|
|
987 | |
|
|
988 | If set the generated object's name and title will be set to this. |
|
|
989 | |
|
|
990 | =item I<other_arch> <string> |
|
|
991 | |
|
|
992 | If the inventory of the creator is empty new objects will be derived from the |
|
|
993 | archetype named by <string>. |
|
|
994 | |
|
|
995 | =item I<connected> <number> |
|
|
996 | |
|
|
997 | See generic object field description. |
|
|
998 | |
|
|
999 | =back |
|
|
1000 | |
|
|
1001 | =head3 B<SKILL> - type 43 - Skills |
|
|
1002 | |
|
|
1003 | This type is basically for representing skills in the game. |
|
|
1004 | |
|
|
1005 | =over 4 |
|
|
1006 | |
|
|
1007 | =item I<subtype> <skill number> |
|
|
1008 | |
|
|
1009 | =item I<weapontype> <type of tool> |
|
|
1010 | |
|
|
1011 | The type of weapon or ranged item compatible with this skill (For ranged |
|
|
1012 | and combat attacks). |
|
|
1013 | |
|
|
1014 | =item skill, exp, dam, level |
|
|
1015 | |
|
|
1016 | =back |
|
|
1017 | |
|
|
1018 | =head3 B<DRINK> - type 54 - Drinkable stuff |
|
|
1019 | |
|
|
1020 | See B<FOOD> description. |
|
|
1021 | |
|
|
1022 | =head3 B<CHECK_INV> - type 64 - Inventory checkers |
|
|
1023 | |
|
|
1024 | This object checks whether the player has a specific item in his |
|
|
1025 | inventory when he moves above the inventory checker. If the player has |
|
|
1026 | the item (or not, which can be controlled with a flag) a connection will be triggered. |
|
|
1027 | |
|
|
1028 | If you set I<move_block> you can deny players and monsters to reach the space where |
|
|
1029 | the inventory checker is on, see I<move_block> description below. |
|
|
1030 | |
|
|
1031 | The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated. |
|
|
1032 | So matching one of those conditions is enough. |
|
|
1033 | |
|
|
1034 | =over 4 |
|
|
1035 | |
|
|
1036 | =item I<move_block> <move type bitmask> |
|
|
1037 | |
|
|
1038 | If you set this field to block a movetype the move code will block any moves |
|
|
1039 | onto the space with the inventory checker, IF the moving object doesn't have |
|
|
1040 | (or has - if I<last_sp> = 0) the item that the checker is searching for. |
|
|
1041 | |
|
|
1042 | =item I<last_sp> (0|1) |
|
|
1043 | |
|
|
1044 | If I<last_sp> is 1 'having' the item that is being checked for will |
|
|
1045 | activate the connection or make the space with the checker non-blocking. |
|
|
1046 | If I<last_sp> is 0 'not having' the item will activate the connection |
|
|
1047 | or make the space with the checker non-blocking. |
|
|
1048 | |
|
|
1049 | =item I<last_heal> (0|1) |
|
|
1050 | |
|
|
1051 | If I<last_heal> is 1 the matching item will be removed if the inventory checker |
|
|
1052 | activates a connection and finds the item in the inventory. |
|
|
1053 | |
|
|
1054 | (A inventory checker that blocks a space won't remove anything from inventories) |
|
|
1055 | |
|
|
1056 | =item I<hp> <number> |
|
|
1057 | |
|
|
1058 | If this field is not 0 the inventory checker will search for an object |
|
|
1059 | with the type id <number>. |
|
|
1060 | |
|
|
1061 | =item I<slaying> <string> |
|
|
1062 | |
|
|
1063 | If this field is set the inventory checker will search for an object that |
|
|
1064 | has the same string in the I<slaying> field (for example a key string of a key). |
|
|
1065 | |
|
|
1066 | =item I<race> <string> |
|
|
1067 | |
|
|
1068 | If this field is set the inventory checker will search for an object which |
|
|
1069 | has the archetype name that matches <string>. |
|
|
1070 | |
|
|
1071 | =item I<connected> <connection id> |
|
|
1072 | |
|
|
1073 | This is the connection that will be activated. The connection is |
|
|
1074 | 'pushed' when someone enters the space with the inventory checker, |
|
|
1075 | and it is 'released' when he leaves it. |
|
|
1076 | |
|
|
1077 | See also the description of the I<connected> field in the generic object field |
|
|
1078 | section. |
|
|
1079 | |
|
|
1080 | =back |
342 | |
1081 | |
343 | =head3 B<MOOD_FLOOR> - type 65 - change mood of monsters |
1082 | =head3 B<MOOD_FLOOR> - type 65 - change mood of monsters |
344 | |
1083 | |
345 | speed == 0 for triggered mood changes, speed != 0 for non-triggered mood |
1084 | speed == 0 for triggered mood changes, speed != 0 for non-triggered mood |
346 | changes. |
1085 | changes. |
… | |
… | |
354 | who triggers the square. This setting |
1093 | who triggers the square. This setting |
355 | is not enabled for continous operation |
1094 | is not enabled for continous operation |
356 | 5: 'destroy mons' destroy any monsters on this space |
1095 | 5: 'destroy mons' destroy any monsters on this space |
357 | 6: 'destroy pets' destroy friendly monsters on this space |
1096 | 6: 'destroy pets' destroy friendly monsters on this space |
358 | |
1097 | |
359 | =head3 B<TRANSPORT> - type 2 - Player transports |
1098 | =head3 B<FLESH> - type 72 - Organs and body parts |
360 | |
|
|
361 | This type is implemented by the transport extension and has currently no special |
|
|
362 | fields that affect it. |
|
|
363 | |
|
|
364 | =head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells |
|
|
365 | |
|
|
366 | Rods contain spells and can be fired by a player. |
|
|
367 | |
|
|
368 | =over 4 |
|
|
369 | |
|
|
370 | =item I<level> <number> |
|
|
371 | |
|
|
372 | This field is used for calculating the spell level that can be fired |
|
|
373 | with this rod, it's also the maximum level of the spell that can be fired. |
|
|
374 | The level of the spell that is being fired depends mostly on |
|
|
375 | the 'use magic item' skill level of the player and 1/10 of the level of the |
|
|
376 | rod is added as bonus. |
|
|
377 | |
|
|
378 | =item I<hp> <number> |
|
|
379 | |
|
|
380 | The amount of spellpoints this rod has left. Recharges at a rate of C<1 + |
|
|
381 | maxhp/10> per tick. |
|
|
382 | |
|
|
383 | =item I<maxhp> <number> |
|
|
384 | |
|
|
385 | The maximum amount of spellpoints this rod has. |
|
|
386 | |
|
|
387 | =item I<skill> <skill name> |
|
|
388 | |
|
|
389 | This field determines which skill you need to apply this object. |
|
|
390 | |
|
|
391 | =back |
|
|
392 | |
|
|
393 | =head3 B<TREASURE> - type 4 - Treasures |
|
|
394 | |
|
|
395 | This type of objects are for random treasure generation in maps. |
|
|
396 | If this object is applied by a player it will replace itself with it's |
|
|
397 | inventory. If it is automatically applied |
|
|
398 | generate a treasure and replace itself with the generated treasure. |
|
|
399 | |
|
|
400 | Chests are also of this type, their treasures are generated by |
|
|
401 | the auto apply code on map instantiation. |
|
|
402 | |
|
|
403 | =over 4 |
|
|
404 | |
|
|
405 | =item I<hp> <number> |
|
|
406 | |
|
|
407 | The number of treasures to generate. |
|
|
408 | |
|
|
409 | =item I<exp> <level> |
|
|
410 | |
|
|
411 | If FLAG_AUTO_APPLY is not set the exp field has no further meaning |
|
|
412 | and the difficulty for the treasurecode only depends on the maps difficulty, |
|
|
413 | otherwise the exp field has the following meaning: |
|
|
414 | |
|
|
415 | If this field is not 0 it is passed as the difficulty |
|
|
416 | to the treasure generation code to determine how good, how much |
|
|
417 | worth a treasure is or what bonuses it is given by the treasure code. |
|
|
418 | |
|
|
419 | If this field is not set or 0 the difficulty of the map is passed to the treasure |
|
|
420 | generation code. |
|
|
421 | |
|
|
422 | =item I<randomitems> <treasurelist> |
|
|
423 | |
|
|
424 | The treasurelist to use to generate the treasure which is put in the |
|
|
425 | treasure objects inventory. |
|
|
426 | |
|
|
427 | =back |
|
|
428 | |
|
|
429 | =head3 B<POTION> - type 5 - Potions for drinking and other nastynesses |
|
|
430 | |
|
|
431 | These objects contain a spell and will emit it on apply, which most |
|
|
432 | of the time has the meaning of 'drinking'. |
|
|
433 | |
|
|
434 | If no resistancy field, stat field or attacktype is set and no spell |
|
|
435 | is put in the potion by the sp field or the randomitems the |
|
|
436 | potion will become an artifact and the artifact code decides which kind |
|
|
437 | of potion will be generated. |
|
|
438 | |
|
|
439 | If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion |
|
|
440 | will 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 | |
|
|
446 | These stat fields determine how many stat points the player gets |
|
|
447 | when he applies this potion. |
|
|
448 | |
|
|
449 | If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. |
|
|
450 | |
|
|
451 | =item I<sp> <number> |
|
|
452 | |
|
|
453 | If this field is set and the randomitems field is not set |
|
|
454 | the field is interpreted as spell number, please look the right |
|
|
455 | number up in common/loader.C. |
|
|
456 | |
|
|
457 | If this field is set the randomitems field will be unset by the |
|
|
458 | map loading code. |
|
|
459 | |
|
|
460 | =item I<attacktype> <attacktype> |
|
|
461 | |
|
|
462 | This field has some special meaning in potions, currently the |
|
|
463 | bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
|
|
464 | restoration potion or improvement potion. |
|
|
465 | See include/attackinc.h for the bits of these types. |
|
|
466 | |
|
|
467 | If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION |
|
|
468 | will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED |
|
|
469 | set the player will be drained a random stat by inserting an ARCH_DEPLETION |
|
|
470 | into him. |
|
|
471 | |
|
|
472 | If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. |
|
|
473 | When 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 | |
|
|
477 | If this stat is set and no spell is in the potion the potion |
|
|
478 | will create a force that give the player this specific resistancy. |
|
|
479 | The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) |
|
|
480 | and the potion will last 10 times longer than the default force archetype |
|
|
481 | FORCE_NAME (at the moment of this writing spell/force.arc). |
|
|
482 | |
|
|
483 | =item I<randomitems> <treasurelist> |
|
|
484 | |
|
|
485 | The inventory/spell of the potion will be created by calling the treasure code |
|
|
486 | with the treasurelist specified here. (I guess it's highly undefined what |
|
|
487 | happens if there is not a spell in the potions inventory). |
|
|
488 | |
|
|
489 | =item I<on_use_yield> <archetype> |
|
|
490 | |
|
|
491 | When this object is applied an instance of <archetype> will be created. |
|
|
492 | |
|
|
493 | =item I<subtypes> <potion subtype> |
|
|
494 | |
|
|
495 | see include/spells.h for possible potion subtypes, there are currently 4: |
|
|
496 | |
|
|
497 | =over 4 |
|
|
498 | |
|
|
499 | =item POT_SPELL |
|
|
500 | |
|
|
501 | Unused, default behaiour of a potion. |
|
|
502 | |
|
|
503 | =item POT_DUST |
|
|
504 | |
|
|
505 | This potion can be thrown to cast the spell that it has in it's inventory, |
|
|
506 | the behaviour is not defined if there is not a B<SPELL> in the inventory and the |
|
|
507 | server will log an error. |
|
|
508 | |
|
|
509 | =item POT_FIGURINE |
|
|
510 | |
|
|
511 | Unused, default behaiour of a potion. |
|
|
512 | |
|
|
513 | =item POT_BALM |
|
|
514 | |
|
|
515 | Unused, default behaiour of a potion. |
|
|
516 | |
|
|
517 | =back |
|
|
518 | |
|
|
519 | =back |
|
|
520 | |
|
|
521 | =head3 B<FOOD> - type 6 - Eatable stuff |
|
|
522 | |
|
|
523 | This is for objects that are representing general eatables like |
|
|
524 | beef or bread. |
|
|
525 | |
|
|
526 | The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they |
|
|
527 | give different messages. |
|
|
528 | |
|
|
529 | The specialty of B<FLESH> is that it inherits the resistancies of the |
|
|
530 | monsters it was generated in and will let dragons raise their resistancies |
|
|
531 | with that. If the monster has the B<POISON> attacktype the B<FLESH> |
|
|
532 | will change into B<POISON>. |
|
|
533 | |
|
|
534 | If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON> |
|
|
535 | and 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 | |
|
|
541 | If the food has B<title> set or is cursed it is considered 'special', which |
|
|
542 | means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>, |
|
|
543 | I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects |
|
|
544 | on the player. |
|
|
545 | |
|
|
546 | The 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 | |
|
|
551 | This is the amount of food points the player gets when he eats this. |
|
|
552 | |
|
|
553 | =item I<on_use_yield> <archetype> |
|
|
554 | |
|
|
555 | When this object is applied an instance of <archetype> will be created. |
|
|
556 | |
|
|
557 | =back |
|
|
558 | |
|
|
559 | =head3 B<POISON> - type 7 - Poisonous stuff |
|
|
560 | |
|
|
561 | This type is for objects that can poison the player when he drinks/applies it. |
|
|
562 | When applied it will hit the attacked with AT_POISON and will create |
|
|
563 | a B<POISONING> object in the one who was hit. |
|
|
564 | |
|
|
565 | =over 4 |
|
|
566 | |
|
|
567 | =item I<level> <number> |
|
|
568 | |
|
|
569 | This field affects the probability of poisoning. The higher the level difference |
|
|
570 | between the one who is hit and the poision the more probable it is the attacked |
|
|
571 | one will be poisoned. |
|
|
572 | |
|
|
573 | =item I<slaying> <race> |
|
|
574 | |
|
|
575 | This field has the usual meaning of 'slaying', when the |
|
|
576 | poisoned's race matches the I<slaying> field the damage done by the poison |
|
|
577 | is multiplied by 3. |
|
|
578 | |
|
|
579 | =item I<hp> <number> |
|
|
580 | |
|
|
581 | This is the amount of damage the player will receive from applying this. The |
|
|
582 | attacktype AT_POISON will be used to hit the player and the damage will |
|
|
583 | determine the strenght, duration and depletion of stats of the poisoning. The |
|
|
584 | created B<POISONING> object which is being placed in the one who was attacked will |
|
|
585 | get the damage from this field (which is maybe adjusted by slaying or the |
|
|
586 | resistancies). |
|
|
587 | |
|
|
588 | =item I<food> <number> |
|
|
589 | |
|
|
590 | 1/4 of <number> will be drained from the players I<food>. |
|
|
591 | |
|
|
592 | =item I<on_use_yield> <archetype> |
|
|
593 | |
|
|
594 | When this object is applied an instance of <archetype> will be created. |
|
|
595 | |
|
|
596 | =back |
|
|
597 | |
|
|
598 | =head3 B<BOOK> - type 8 - Readable books |
|
|
599 | |
|
|
600 | This type is basically for representing text books in the game. |
|
|
601 | |
|
|
602 | Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). |
|
|
603 | |
|
|
604 | =over 4 |
|
|
605 | |
|
|
606 | =item I<msg> <text> |
|
|
607 | |
|
|
608 | This is the contents of the book. When this field is unset |
|
|
609 | at treasure generation a random text will be inserted. |
|
|
610 | |
|
|
611 | =item I<skill> <skill name> |
|
|
612 | |
|
|
613 | The skill required to read this book. (The most resonable |
|
|
614 | skill would be literacy). |
|
|
615 | |
|
|
616 | =item I<exp> <number> |
|
|
617 | |
|
|
618 | The experience points the player get for reading this book. |
|
|
619 | |
|
|
620 | =item I<subtype> <readable subtype> |
|
|
621 | |
|
|
622 | This field determines the type of the readable. |
|
|
623 | Please see common/readable.C in the readable_message_types table. |
|
|
624 | |
|
|
625 | =back |
|
|
626 | |
|
|
627 | =head3 B<CLOCK> - type 9 - Clocks |
|
|
628 | |
|
|
629 | This 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 | |
|
|
633 | This is a spell effect of a moving bolt. It moves straigt forward |
|
|
634 | through the map until something blocks it. |
|
|
635 | If FLAG_REFLECTING is set it even reflects on walls. |
|
|
636 | |
|
|
637 | FLAG_IS_TURNABLE should be set on these objects. |
|
|
638 | |
|
|
639 | =over 4 |
|
|
640 | |
|
|
641 | =item I<move_type> <movetype> |
|
|
642 | |
|
|
643 | This field affects the move type with which the lightning moves through |
|
|
644 | the map and which map cells will reflect or block it. |
|
|
645 | |
|
|
646 | =item I<attacktype> <attacktype> |
|
|
647 | |
|
|
648 | The attacktype with which it hits the objects on the map. |
|
|
649 | |
|
|
650 | =item I<dam> <number> |
|
|
651 | |
|
|
652 | The damage this bolt inflicts when it hits objects on the map. |
|
|
653 | |
|
|
654 | =item I<Dex> <number> |
|
|
655 | |
|
|
656 | This is the fork percentage, it is reduced by 10 per fork. |
|
|
657 | And the I<dam> field is halved on each fork. |
|
|
658 | |
|
|
659 | =item I<Con> (internal) |
|
|
660 | |
|
|
661 | This value is a percentage of which the forking lightning |
|
|
662 | is deflected to the left. This value should be mostly used internally. |
|
|
663 | |
|
|
664 | =item I<duration> <number> |
|
|
665 | |
|
|
666 | The duration the bolt stays on a map cell. This field is decreased each time |
|
|
667 | the object is processed (see the meaning of I<speed> and I<speed_left> fields in |
|
|
668 | the generic object field description). |
|
|
669 | |
|
|
670 | =item I<range> <number> |
|
|
671 | |
|
|
672 | This 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 | |
|
|
678 | This is the type for objects that represent projectiles like arrows. |
|
|
679 | The movement of B<THROWN_OBJ>s behave similar to this type. |
|
|
680 | |
|
|
681 | Flying arrows are stopped either when they hit something blocking |
|
|
682 | (I<move_block>) or something which is alive. |
|
|
683 | If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE |
|
|
684 | set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict |
|
|
685 | damage with a small chance which is affected by the I<level> field of the arrow. |
|
|
686 | |
|
|
687 | If FLAG_REFLECTING is set on the arrow it will bounce off everything |
|
|
688 | that is not alive and blocks it's movement. |
|
|
689 | |
|
|
690 | When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying> |
|
|
691 | fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of |
|
|
692 | the object, to restore them once the arrow has been stopped. |
|
|
693 | |
|
|
694 | =over 4 |
|
|
695 | |
|
|
696 | =item I<dam> <number> |
|
|
697 | |
|
|
698 | The amount of damage that is being done to the victim that gets hit. |
|
|
699 | This field is recomputed when the arrow is fired and will consist |
|
|
700 | of the sum of a damage bonus (see description of the B<BOW> type), |
|
|
701 | the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field |
|
|
702 | and the arrows I<magic> field. |
|
|
703 | |
|
|
704 | =item I<wc> <number> |
|
|
705 | |
|
|
706 | The weapon class of the arrow, which has effect on the probability of hitting. |
|
|
707 | |
|
|
708 | It 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 | |
|
|
713 | When the arrow is not being shot by an player dex_bonus and thaco_bonus and the |
|
|
714 | level is not added. |
|
|
715 | |
|
|
716 | wc_mod is dependend on the fire mode of the bow. For a more detailed |
|
|
717 | explanation of dex_bonus, thaco_bonus and wc_mod please consult the code. |
|
|
718 | |
|
|
719 | =item I<magic> <number> |
|
|
720 | |
|
|
721 | This field is added to the damage of the arrow when it is shot and |
|
|
722 | will also improve it's I<speed> by 1/5 of it's value. |
|
|
723 | |
|
|
724 | =item I<attacktype> <attacktype> |
|
|
725 | |
|
|
726 | Bitfield which decides the attacktype of the damage, see include/attackinc.h |
|
|
727 | On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>. |
|
|
728 | |
|
|
729 | =item I<level> <number> (interally used) |
|
|
730 | |
|
|
731 | The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE, |
|
|
732 | see above in the B<ARROW> description. |
|
|
733 | |
|
|
734 | The I<level> is set when the arrow is fired to either the skill level or the |
|
|
735 | shooters level. |
|
|
736 | |
|
|
737 | =item I<speed> <number> (internal) |
|
|
738 | |
|
|
739 | This field shouldn't be set directly in the archetype, the arrow will get it's |
|
|
740 | I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the |
|
|
741 | arrow will be stopped immediatly. |
|
|
742 | |
|
|
743 | On fireing the I<speed> of the arrow is computed of 1/5 of the |
|
|
744 | sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7 |
|
|
745 | of the bows I<dam> field is added to the I<speed> of the arrow. |
|
|
746 | |
|
|
747 | The minimum I<speed> of an arrow is 1.0. |
|
|
748 | |
|
|
749 | While flying the arrows I<speed> is decreased by 0.05 each time it's moved. |
|
|
750 | |
|
|
751 | If the I<speed> is above 10.0 it goes straight through the creature it hits and |
|
|
752 | it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is |
|
|
753 | stopped and either sticked into the victim (see I<weight> field description) or |
|
|
754 | put on it's map square (if it didn't break, see description of the I<food> field). |
|
|
755 | |
|
|
756 | =item I<weight> <number> |
|
|
757 | |
|
|
758 | This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg) |
|
|
759 | the arrow will stick in the victim it hits. Otherwise it will fall to the ground. |
|
|
760 | |
|
|
761 | =item I<food> <number> |
|
|
762 | |
|
|
763 | The breaking percentage. 100 (%) means: breaks on usage for sure. |
|
|
764 | |
|
|
765 | =item I<inventory> (internal) |
|
|
766 | |
|
|
767 | If the flying/moving object has something in it's inventory and it stops, it |
|
|
768 | will be replaced with it's inventory. Otherwise it will be handled as usual, |
|
|
769 | which means: it will be calculated whether the arrow breaks and it will be |
|
|
770 | reset for reuse. |
|
|
771 | |
|
|
772 | =item I<slaying> <string> |
|
|
773 | |
|
|
774 | When the bow that fires this arrow has it's I<slaying> field set it is copied |
|
|
775 | to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains. |
|
|
776 | |
|
|
777 | =item I<move_type> <movetype> (internally used) |
|
|
778 | |
|
|
779 | This field is set when the arrow is shot to MOVE_FLY_LOW. |
|
|
780 | |
|
|
781 | =item I<move_on> <movetype> (internally used) |
|
|
782 | |
|
|
783 | This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK. |
|
|
784 | |
|
|
785 | =item I<race> <string> |
|
|
786 | |
|
|
787 | The I<race> field is a unique key that assigns arrows, bows and quivers. When |
|
|
788 | shooting an arrow the bows I<race> is used to search for arrows (which have the |
|
|
789 | same I<race> as the bow) in the players inventory and will recursively search in |
|
|
790 | the 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 | |
|
|
796 | TODO, but take into account B<ARROW> description above! |
|
|
797 | |
|
|
798 | =head3 B<WEAPON> - type 15 - Weapons |
|
|
799 | |
|
|
800 | This type is for general hack and slash weapons like swords, maces |
|
|
801 | and daggers and and .... |
|
|
802 | |
|
|
803 | =over 4 |
|
|
804 | |
|
|
805 | =item I<weapontype> <type id> |
|
|
806 | |
|
|
807 | decides what attackmessages are generated, see include/define.h |
|
|
808 | |
|
|
809 | =item I<attacktype> <bitmask> |
|
|
810 | |
|
|
811 | bitfield which decides the attacktype of the damage, see include/attackinc.h |
|
|
812 | |
|
|
813 | =item I<dam> <number> |
|
|
814 | |
|
|
815 | amount of damage being done with the attacktype |
|
|
816 | |
|
|
817 | =item I<item_power> <level> |
|
|
818 | |
|
|
819 | the itempower of this weapon. |
|
|
820 | |
|
|
821 | =item I<name> |
|
|
822 | |
|
|
823 | the name of the weapon. |
|
|
824 | |
|
|
825 | =item I<level> (internal) |
|
|
826 | |
|
|
827 | The improvement state of the weapon. |
|
|
828 | If this field is greater than 0 the I<name> field starts with the |
|
|
829 | characters name who improved this weapon. |
|
|
830 | |
|
|
831 | =item I<last_eat> (internal) |
|
|
832 | |
|
|
833 | This seems to be the amount of improvements of a weapon, |
|
|
834 | the 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 | |
|
|
840 | the weapon speed (see magic description) |
|
|
841 | |
|
|
842 | =item I<food> <number> |
|
|
843 | |
|
|
844 | addition to food regeneration of the player |
|
|
845 | |
|
|
846 | =item I<hp> <number> |
|
|
847 | |
|
|
848 | addition to health regeneration |
|
|
849 | |
|
|
850 | =item I<sp> <number> |
|
|
851 | |
|
|
852 | addition to mana regeneration |
|
|
853 | |
|
|
854 | =item I<grace> <number> |
|
|
855 | |
|
|
856 | addititon to grace regeneration |
|
|
857 | |
|
|
858 | =item I<gen_sp_armour> <number> |
|
|
859 | |
|
|
860 | the 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 |
|
|
862 | do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of |
|
|
863 | I<gen_sp_armour> limits the amout of regenerated spellpoints. |
|
|
864 | |
|
|
865 | Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
|
|
866 | I<sp> regeneration. |
|
|
867 | |
|
|
868 | =item I<body_BODYSLOT> |
|
|
869 | |
|
|
870 | The part/slot of the body you need to use this weapon, possible values for |
|
|
871 | C<BODYSLOT> should be looked up in common/item.C at body_locations. |
|
|
872 | |
|
|
873 | The value (in the range C<-7..7>) gives the number of those body slots |
|
|
874 | used up by the item (if negative) or the number of body slots this object |
|
|
875 | has (if positive, e.g. for monsters or players). The special value C<0> |
|
|
876 | indicates that this object cannot equip items requiring these body slots. |
|
|
877 | |
|
|
878 | =item I<resist_RESISTANCY> <number> |
|
|
879 | |
|
|
880 | this is the factor with which the difference of the players resistancy and 100% |
|
|
881 | is multiplied, something like this: |
|
|
882 | |
|
|
883 | additional_resistancy = (100 - current_resistancy) * (<number>/100) |
|
|
884 | |
|
|
885 | if <number> is negative it is added to the total vulnerabilities, |
|
|
886 | and later the total resistance is decided by: |
|
|
887 | |
|
|
888 | 'total resistance = total protections - total vulnerabilities' |
|
|
889 | |
|
|
890 | see also common/living.C:fix_player. |
|
|
891 | |
|
|
892 | =item I<path_(attuned|repelled|denied)> |
|
|
893 | |
|
|
894 | this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
|
|
895 | for the pathes. |
|
|
896 | |
|
|
897 | =item I<luck> <number> |
|
|
898 | |
|
|
899 | this luck is added to the players I<luck> |
|
|
900 | |
|
|
901 | =item I<move_type> |
|
|
902 | |
|
|
903 | if the weapon has a I<move_type> set the player inherits it's I<move_type> |
|
|
904 | |
|
|
905 | =item I<exp> <number> |
|
|
906 | |
|
|
907 | the added_speed and bonus_speed of the player is raised by <number>/3. |
|
|
908 | if <number> < 0 then the added_speed is decreased by <number> |
|
|
909 | |
|
|
910 | =item I<weight> |
|
|
911 | |
|
|
912 | the weight of the weapon |
|
|
913 | |
|
|
914 | =item I<magic> |
|
|
915 | |
|
|
916 | the 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 | |
|
|
929 | the amount of ac points the player's I<ac> is decreased when applying this object. |
|
|
930 | |
|
|
931 | =item I<wc> <number> |
|
|
932 | |
|
|
933 | the 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 | |
|
|
950 | These type are mostly used for monsters, they give the |
|
|
951 | monster the ability to dissapear after 10 hits with AT_DRAIN. |
|
|
952 | |
|
|
953 | =over 4 |
|
|
954 | |
|
|
955 | =item I<value> <number> |
|
|
956 | |
|
|
957 | This field stores the hits the monster did yet. |
|
|
958 | |
|
|
959 | =back |
|
|
960 | |
|
|
961 | =head3 B<CREATOR> - type 42 - Object creators |
|
|
962 | |
|
|
963 | Once 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 |
|
|
965 | named in the other_arch slot). |
|
|
966 | |
|
|
967 | If FLAG_LIVESAFE is set the number of uses is unlimited. |
|
|
968 | |
|
|
969 | =over 4 |
|
|
970 | |
|
|
971 | =item I<hp> <number> |
|
|
972 | |
|
|
973 | If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can |
|
|
974 | be used. |
|
|
975 | |
|
|
976 | =item I<speed> <number> |
|
|
977 | |
|
|
978 | If I<speed> is set the creator will create an object periodically, |
|
|
979 | see I<speed> and I<speed_left> fields in the general object field description |
|
|
980 | for more details. |
|
|
981 | |
|
|
982 | =item I<slaying> <string> |
|
|
983 | |
|
|
984 | If set the generated object's name and title will be set to this. |
|
|
985 | |
|
|
986 | =item I<other_arch> <string> |
|
|
987 | |
|
|
988 | If the inventory of the creator is empty new objects will be derived from the |
|
|
989 | archetype named by <string>. |
|
|
990 | |
|
|
991 | =item I<connected> <number> |
|
|
992 | |
|
|
993 | See generic object field description. |
|
|
994 | |
|
|
995 | =back |
|
|
996 | |
|
|
997 | =head3 B<DRINK> - type 54 - Drinkable stuff |
|
|
998 | |
1099 | |
999 | See B<FOOD> description. |
1100 | See B<FOOD> description. |
1000 | |
1101 | |
1001 | =head3 B<CHECK_INV> - type 64 - Inventory checkers |
|
|
1002 | |
|
|
1003 | This object checks whether the player has a specific item in his |
|
|
1004 | inventory when he moves above the inventory checker. If the player has |
|
|
1005 | the item (or not, which can be controlled with a flag) a connection will be triggered. |
|
|
1006 | |
|
|
1007 | If you set I<move_block> you can deny players and monsters to reach the space where |
|
|
1008 | the inventory checker is on, see I<move_block> description below. |
|
|
1009 | |
|
|
1010 | The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated. |
|
|
1011 | So matching one of those conditions is enough. |
|
|
1012 | |
|
|
1013 | =over 4 |
|
|
1014 | |
|
|
1015 | =item I<move_block> <move type bitmask> |
|
|
1016 | |
|
|
1017 | If you set this field to block a movetype the move code will block any moves |
|
|
1018 | onto 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 | |
|
|
1023 | If I<last_sp> is 1 'having' the item that is being checked for will |
|
|
1024 | activate the connection or make the space with the checker non-blocking. |
|
|
1025 | If I<last_sp> is 0 'not having' the item will activate the connection |
|
|
1026 | or make the space with the checker non-blocking. |
|
|
1027 | |
|
|
1028 | =item I<last_heal> (0|1) |
|
|
1029 | |
|
|
1030 | If I<last_heal> is 1 the matching item will be removed if the inventory checker |
|
|
1031 | activates 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 | |
|
|
1037 | If this field is not 0 the inventory checker will search for an object |
|
|
1038 | with the type id <number>. |
|
|
1039 | |
|
|
1040 | =item I<slaying> <string> |
|
|
1041 | |
|
|
1042 | If this field is set the inventory checker will search for an object that |
|
|
1043 | has the same string in the I<slaying> field (for example a key string of a key). |
|
|
1044 | |
|
|
1045 | =item I<race> <string> |
|
|
1046 | |
|
|
1047 | If this field is set the inventory checker will search for an object which |
|
|
1048 | has the archetype name that matches <string>. |
|
|
1049 | |
|
|
1050 | =item I<connected> <connection id> |
|
|
1051 | |
|
|
1052 | This is the connection that will be activated. The connection is |
|
|
1053 | 'pushed' when someone enters the space with the inventory checker, |
|
|
1054 | and it is 'released' when he leaves it. |
|
|
1055 | |
|
|
1056 | See also the description of the I<connected> field in the generic object field |
|
|
1057 | section. |
|
|
1058 | |
|
|
1059 | =back |
|
|
1060 | |
|
|
1061 | =head3 B<FLESH> - type 72 - Organs and body parts |
|
|
1062 | |
|
|
1063 | See B<FOOD> description. |
|
|
1064 | |
|
|
1065 | =head3 B<MISC_OBJECT> - type 79 - Misc. objects |
1102 | =head3 B<MISC_OBJECT> - type 79 - Misc. objects |
1066 | |
1103 | |
1067 | A type for any object that has no special behaviour. |
1104 | A type for any object that has no special behaviour. |
1068 | |
|
|
1069 | =head3 B<LAMP> - type 82 - A lamp |
|
|
1070 | |
|
|
1071 | This object represents a lamp, that can be carried and switched |
|
|
1072 | on and off and has a certain amount of fuel in it. |
|
|
1073 | |
|
|
1074 | A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype. |
|
|
1075 | Each of them should point at the other one with it's I<other_arch> field. |
|
|
1076 | |
|
|
1077 | See the I<other_arch> field for the behaviour of a lamp object when it is applied. |
|
|
1078 | |
|
|
1079 | If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off |
|
|
1080 | with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE. |
|
|
1081 | |
|
|
1082 | =over 4 |
|
|
1083 | |
|
|
1084 | =item I<glow_radius> <number> |
|
|
1085 | |
|
|
1086 | The radius of the light that the lamp emits, see also I<glow_radius> in the |
|
|
1087 | generic object flags description. |
|
|
1088 | |
|
|
1089 | =item I<speed> <number> |
|
|
1090 | |
|
|
1091 | If FLAG_CHANGING is set the I<speed> field will indicate how fast the |
|
|
1092 | lamp burns it's fuel (I<food>). |
|
|
1093 | |
|
|
1094 | Setting FLAG_CHANGING makes only sense on the archetype which represents |
|
|
1095 | the 'on' state of the lamp. |
|
|
1096 | |
|
|
1097 | See also the description of FLAG_CHANGING. |
|
|
1098 | |
|
|
1099 | Lamps which have no FLAG_CHANGING set would also make sense and represent |
|
|
1100 | lamps that never burn up. |
|
|
1101 | |
|
|
1102 | =item I<other_arch> <number> |
|
|
1103 | |
|
|
1104 | This is the field that points to the 'other' archetype which represents the |
|
|
1105 | opposite state of the lamp. The newly from I<other_arch> derived object will |
|
|
1106 | replace the current object and will get the value of I<food> of the replaced object. |
|
|
1107 | |
|
|
1108 | Rationale: |
|
|
1109 | |
|
|
1110 | When the lamp (on) is applied a new object is derived from the archetype |
|
|
1111 | in I<other_arch> and the I<food> value is copied to it ('the fuel is |
|
|
1112 | transferred'). The new lamp (off) object has to have a I<other_arch> field |
|
|
1113 | which points to the archetype from which a lamp (on) can be derived. |
|
|
1114 | |
|
|
1115 | =item I<food> <number> |
|
|
1116 | |
|
|
1117 | This fields stands for the fuel of the lamp. |
|
|
1118 | |
|
|
1119 | =back |
|
|
1120 | |
1105 | |
1121 | =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators |
1106 | =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators |
1122 | |
1107 | |
1123 | This type of objects multiplies objects that are above it when it is activated. |
1108 | This type of objects multiplies objects that are above it when it is activated. |
1124 | You can even multiply by 0, which will destroy the object. |
1109 | You can even multiply by 0, which will destroy the object. |