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Revision 1.3 by elmex, Mon Dec 18 12:11:08 2006 UTC vs.
Revision 1.18 by elmex, Thu Dec 21 21:24:06 2006 UTC

7 7
8This documentation is in a sketchy state. It's mostly 8This documentation is in a sketchy state. It's mostly
9used to collect notes about the internal behaviour of the 9used to collect notes about the internal behaviour of the
10objects. 10objects.
11 11
12=head2 About the notation and terms
13
14The term 'archetype' stands for a collection of fields.
15The term 'object' stands for an archetype instance.
16The term 'field' is used for an object fields and archetype fields.
17
18Field names will be displayed like this: I<fieldname>
19
20Type names will be displayed like this: B<TYPENAME>
21
22Flag names will be displayer like this: FLAG_NAME
23
12=head2 About archetypes and objects 24=head2 About archetypes and objects
13 25
14Field denotes an attribute of an archetype. 26Archetypes are 'templates' of objects. If an object is derived
27from an archetype the object fields will be set to the corresponding
28fields in the archetype.
29
30When a map is instanciated (loaded), the 'object' description on the
31map are considered patches of the archetype.
32
33This document does explain the behaviour of the objects and the meaning of
34their fields in the server engine, which are derived from archetypes.
35
15This is an example of an archetype: 36This is an example of an archetype:
16 37
17 Object button_trigger 38 Object button_trigger
18 name button 39 name button
19 type 30 40 type 30
30 editable 48 51 editable 48
31 visibility 50 52 visibility 50
32 weight 1 53 weight 1
33 end 54 end
34 55
35This archetype has the name 'button_trigger' and the objects that 56The first B<field> is I<name>: 'button_trigger', which basically means that
36inherit from this archetype have the name 'button'. 57instances (objects) that are created/derived from this archetype have the
58name 'button' (which means that the field I<name> of the object will be set
59to the same value as the archetypes field I<name>).
37 60
38The next field 'type' decides the main behaviour of this archetype. 61The next field I<type> decides the behaviour of objects derived from this archetype.
39For a comprehensive list of types see include/define.h. For this case 62For a comprehensive list of types see include/define.h. For this case
40you might find a line like: 63you might find a line like:
41 64
42 #define TRIGGER_BUTTON        30 65 #define TRIGGER_BUTTON        30
43 66
44The server internally works with objects that 'inherit' attributes from 67The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED.
45an archetype. They have a similar set of attributes. 68For more information on this look in the Flags subsection in the next section
46 69
47The following documentation will also document the meaning of code internal 70The following documentation will also document the meaning of internal used
48attributes of objects. These attributes are marked as '(internal)' and can't 71fields of objects. These fields are marked as (internal) and can't
49or shouldn't be set by an archetype. If the internal names differs the 72or shouldn't be set by an archetype.
50external name (for the archetypes) for the attribute is written behind it.
51 73
52=head2 Description of generic archetype and object attributes 74=head2 Description of (mostly) generic object fields
53 75
54These are the fields that most of the objects have and/or their 76These are the fields that most of the objects have and/or their
55default behaviour. 77default behaviour.
56 78
57=over 4 79=over 4
58 80
59=item name <string> 81=item I<name> <string>
60 82
61The name of the object. 83The name of the object.
62 84
63=item name_pl <string> 85=item I<name_pl> <string>
64 86
65The name of a collection of these objects (the plural of the name). 87The name of a collection of these objects (the plural of the name).
66 88
67=item face <facename> 89=item I<face> <facename>
68 90
69The graphical appearance of this object. 91The graphical appearance of this object.
70 92
93=item I<x> <number>
94
95The x position of the object when it is on a map.
96
97=item I<y> <number>
98
99The y position of the object when it is on a map.
100
101=item I<map> (internal)
102
103The map the object is on.
104
71=item invisible <number> 105=item I<invisible> <number>
72 106
73If the <number> is greater than 0 the object is invisible. 107If the <number> is greater than 0 the object is invisible.
74For players this field reflects the duration of the invisibility 108For players this field reflects the duration of the invisibility
75and is decreased every tick by 1. 109and is decreased every tick by 1.
76 110
77For non-player objects this field is not changed by server ticks. 111For non-player objects this field is not changed by server ticks.
78 112
113=item I<glow_radius> <number>
114
115This field indicates how far an object glows. Default is a radius of 0 (no
116glowing at all).
117
79=item speed <numeric> 118=item I<speed> <number>
80 119
81If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 120If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
82on the active object list and will be processed each tick (see also speed_left!). 121on the active object list and will be processed each tick (see also speed_left!).
83 122
84If the speed field drops below the MIN_ACTIVE_SPEED the object is removed 123If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
85from the active object list and it won't experience any processing per tick. 124from the active object list and it won't experience any processing per tick.
86 125
87=item speed_left <number> 126=item I<speed_left> <number>
88 127
89If this field is greater than 0 and the object is on the 128If this field is greater than 0 and the object is on the
90active list (mostly means it's speed is also greater than 0): 129active list (mostly means it's speed is also greater than 0):
91 130
92 - speed_left is decreased by 1 131 - speed_left is decreased by 1
93 - and this object is processed and experiences a server tick. 132 - and this object is processed and experiences a server tick.
94 133
95If the object is on the active list and speed_left is lower or 134If the object is on the active list and I<speed_left> is lower or
96equal to 0 the absolute value of the speed field is added to speed_left 135equal to 0 the absolute value of the I<speed> is added to I<speed_left>
97on the end of the tick. 136on the end of the tick.
98 137
138This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
139the more seldom the object is processed. And the higher I<speed> is
140the more often the object is processed.
141
142=item I<connected> <number>
143
144When this field is set the object will be linked to a connection with the
145id <number>. What happens when the connection is 'activated' depends on the
146type of the object.
147
148FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
149when to activate the object, see description of these below for further details.
150
99=item no_drop (0|1) 151=item I<no_drop> (0|1)
100 152
101Sets the flag FLAG_NO_DROP. See the Flags section below. 153Sets the flag FLAG_NO_DROP.
154See Flags section below.
102 155
103=item applied (0|1) 156=item I<applied> (0|1)
104 157
105Sets the flag FLAG_APPLIED. See the Flags section below. 158Sets the flag FLAG_APPLIED.
159See Flags section below.
106 160
107=item is_used_up (0|1) 161=item I<is_used_up> (0|1)
108 162
109Sets the flag FLAG_IS_USED_UP. See Flags section below. 163Sets the flag FLAG_IS_USED_UP.
164See Flags section below.
110 165
166=item I<changing> (0|1)
167
168Sets the flag FLAG_CHANGING.
169See Flags section below.
170
171=item I<auto_apply> (0|1)
172
173Sets the flag FLAG_AUTO_APPLY.
174See Flags section below.
175
176=item I<no_steal> (0|1)
177
178Sets the flag FLAG_NO_STEAL.
179See Flags section below.
180
181=item I<reflecting> (0|1)
182
183Sets the flag FLAG_REFLECTING.
184See Flags section below.
185
186=item I<reflect_spell> (0|1)
187
188Sets the flag FLAG_REFL_SPELL.
189See Flags section below.
190
191=item I<no_skill_ident> (0|1)
192
193Sets the flag FLAG_NO_SKILL_IDENT.
194See Flags section below.
195
196=item I<activate_on_push> (0|1) (default: 1)
197
198Sets the flag FLAG_ACTIVATE_ON_PUSH.
199See Flags section below.
200
201=item I<activate_on_release> (0|1) (default: 1)
202
203Sets the flag FLAG_ACTIVATE_ON_RELEASE.
204See Flags section below.
205
206=item I<is_lightable> (0|1)
207
208Sets the flag FLAG_IS_LIGHTABLE.
209See Flags section below.
210
111=item editable (more than deprecated) 211=item I<editable> (more than deprecated)
112 212
113This field had a special meaning for crossedit, which used parts 213This field had a special meaning for crossedit, which used parts
114of the server code for editing. Wherever you see this attribute being 214of the server code for editing. Wherever you see this field being
115set in an archetype ignore it and/or remove it. No code interprets this 215set in an archetype ignore it and/or remove it. No code interprets this
116field anymore. 216field anymore.
117 217
118=back 218=back
119 219
131 231
132This flag mostly states whether this object has been 'applied' by the player. 232This flag mostly states whether this object has been 'applied' by the player.
133For objects that are applied by the code or have this flag set in the archetype 233For objects that are applied by the code or have this flag set in the archetype
134it mostly means 'this object is active'. 234it mostly means 'this object is active'.
135 235
136For example the player adjustments of the hp/sp/grace fields and inheritance 236For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
137of flags from objects in his inventory is toggled by this flag. 237of flags from objects in his inventory is toggled by this flag.
138 238
139=item FLAG_IS_USED_UP 239=item FLAG_IS_USED_UP
140 240
141This flag controls whether an object is 'used up'. If it is set the 'food' field 241This flag controls whether an object is 'used up'. If it is set I<food>
142of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha 242is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
143it is removed.
144 243
145If also the flag FLAG_APPLIED is set, the 'duration' field controls whether 244If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
146this object is removed or not, see the Force type below for the meaning 245this object is removed or not, see the B<FORCE> type below for the meaning
147of the duration field in this context. 246of the duration field in this context.
148 247
149If FLAG_APPLIED is not set the object is destroyed. 248If FLAG_APPLIED is not set the object is destroyed.
150 249
151=back 250=item FLAG_CHANGING
152 251
153=head2 Description of type specific attributes 252If the I<state> field of the object is 0 the object will be processed periodically
253(if I<speed> is set). If the I<state> field is 1 it won't be processed.
254
255This flag indicates that the object is changing into a different object.
256The object has to have the I<other_arch> field set. The object the changing object
257changes into is derived from the archetype in I<other_arch>.
258
259When the object does not have FLAG_ALIVE set the I<food> field will be decremented
260each time the object is processed, and if I<food> reaches 0 one new object will be generated.
261
262When the object has FLAG_ALIVE set the I<food> field is the number of objects that
263will be generated.
264
265After the new object is created the I<hp> field from the old object is copied into
266the new one.
267
268When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied
269to the new object.
270
271=item FLAG_IS_A_TEMPLATE (internal use)
272
273This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
274or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
275
276=item FLAG_AUTO_APPLY
277
278This flag has currently only meaning for the B<TREASURE> type, see below.
279
280=item FLAG_ACTIVATE_ON_PUSH
281
282This flag has only meaning for objects that can be linked together
283by the I<connected> field and controls wether the object should
284be activated when the connection is 'pushed' or it is 'released'.
285
286What 'pushed' and 'released' means depends on the object that
287activates the connection.
288
289This flag is by default on.
290
291=item FLAG_ACTIVATE_ON_RELEASE
292
293This flag has only meaning for objects that can be linked together
294by the I<connected> field and controls wether the object should
295be activated when the connection is 'pushed' or it is 'released'.
296
297What 'pushed' and 'released' means depends on the object that
298activates the connection.
299
300This flag is by default on.
301
302=item FLAG_NO_STEAL
303
304When this flag is set this object can't be stolen. The flag will be
305resetted once the object is placed on a map.
306
307When this flag is set on a monster it can defent attempts of stealing
308(but in this context the flag is only used internally).
309
310=item FLAG_NO_SKILL_IDENT
311
312This flag is mostly used internal and prevents unidentified objects
313(objects which don't have FLAG_IDENTIFIED set) being identified
314multiple times by skills.
315
316This flag is used to mark objects which were unsuccessfully identified by a
317players skill. So that multiple tries of identifying aren't more effective than
318one.
319
320=item FLAG_REFLECTING
321
322This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
323to indicate whether this object reflects off walls.
324
325=item FLAG_REFL_SPELL
326
327This flag indicates whether something reflects spells, like spell reflecting
328amuletts.
329
330=item FLAG_IS_LIGHTABLE
331
332This flag indicates whether a B<LIGHTER> can light this object. See also the
333description of the B<LIGHTER> type. How easy you can light an item depends
334partially on the material of the object.
335
336=back
337
338=head2 Description of type specific fields and behaviour
154 339
155The beginning of the headers of the following subsection 340The beginning of the headers of the following subsection
156are the server internal names for the objects types, see include/define.h. 341are the server internal names for the objects types, see include/define.h.
157The numeric values are maybe not 100% accurate, as the code is a changing
158target, please consult include/define.h in doubt :-)
159 342
343=head3 B<TRANSPORT> - type 2 - Player transports
344
345This type is implemented by the transport extension and has currently no special
346fields that affect it.
347
348=head3 B<ROD> - type 3 - Rods that fire spells
349
350Rods contain spells and can be fired by a player.
351
352=over 4
353
354=item I<level> <number>
355
356This field is used for calculating the spell level that can be fired
357with this rod, it's also the maximum level of the spell that can be fired.
358The level of the spell that is being fired depends mostly on
359the 'use magic item' skill level of the player and 1/10 of the level of the
360rod is added as bonus.
361
362=item I<hp> <number>
363
364The amount of spellpoints this rod has left.
365
366=item I<maxhp> <number>
367
368The maximum amount of spellpoints this rod has.
369
370=item I<skill> <skill name>
371
372This field determines which skill you need to apply this object.
373
374=back
375
376=head3 B<TREASURE> - type 4 - Treasures
377
378This type of objects are for random treasure generation in maps.
379If this object is applied by a player it will replace itself with it's
380inventory. If it is automatically applied
381generate a treasure and replace itself with the generated treasure.
382
383Chests are also of this type, their treasures are generated by
384the auto apply code on map instantiation.
385
386=over 4
387
388=item I<hp> <number>
389
390The number of treasures to generate.
391
392=item I<exp> <level>
393
394If FLAG_AUTO_APPLY is not set the exp field has no further meaning
395and the difficulty for the treasurecode only depends on the maps difficulty,
396otherwise the exp field has the following meaning:
397
398If this field is not 0 it is passed as the difficulty
399to the treasure generation code to determine how good, how much
400worth a treasure is or what bonuses it is given by the treasure code.
401
402If this field is not set or 0 the difficulty of the map is passed to the treasure
403generation code.
404
405=item I<randomitems> <treasurelist>
406
407The treasurelist to use to generate the treasure which is put in the
408treasure objects inventory.
409
410=back
411
412=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
413
414These objects contain a spell and will emit it on apply, which most
415of the time has the meaning of 'drinking'.
416
417If no resistancy field, stat field or attacktype is set and no spell
418is put in the potion by the sp field or the randomitems the
419potion will become an artifact and the artifact code decides which kind
420of potion will be generated.
421
422If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
423will yield an explosion and hurt the player.
424
425=over 4
426
427=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
428
429These stat fields determine how many stat points the player gets
430when he applies this potion.
431
432If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
433
434=item I<sp> <number>
435
436If this field is set and the randomitems field is not set
437the field is interpreted as spell number, please look the right
438number up in common/loader.C.
439
440If this field is set the randomitems field will be unset by the
441map loading code.
442
443=item I<attacktype> <attacktype>
444
445This field has some special meaning in potions, currently the
446bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
447restoration potion or improvement potion.
448See include/attackinc.h for the bits of these types.
449
450If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
451will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
452set the player will be drained a random stat by inserting an ARCH_DEPLETION
453into him.
454
455If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
456When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
457
458=item I<resist_RESISTANCY> <number>
459
460If this stat is set and no spell is in the potion the potion
461will create a force that give the player this specific resistancy.
462The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
463and the potion will last 10 times longer than the default force archetype
464FORCE_NAME (at the moment of this writing spell/force.arc).
465
466=item I<randomitems> <treasurelist>
467
468The inventory/spell of the potion will be created by calling the treasure code
469with the treasurelist specified here. (I guess it's highly undefined what
470happens if there is not a spell in the potions inventory).
471
472=item I<on_use_yield> <archetype>
473
474When this object is applied an instance of <archetype> will be created.
475
476=item I<subtypes> <potion subtype>
477
478see include/spells.h for possible potion subtypes, there are currently 4:
479
480=over 4
481
482=item POT_SPELL
483
484Unused, default behaiour of a potion.
485
486=item POT_DUST
487
488This potion can be thrown to cast the spell that it has in it's inventory,
489the behaviour is not defined if there is not a B<SPELL> in the inventory and the
490server will log an error.
491
492=item POT_FIGURINE
493
494Unused, default behaiour of a potion.
495
496=item POT_BALM
497
498Unused, default behaiour of a potion.
499
500=back
501
502=back
503
504=head3 B<FOOD> - type 6 - Eatable stuff
505
506This is for objects that are representing general eatables like
507beef or bread.
508
509The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
510give different messages.
511
512The specialty of B<FLESH> is that it inherits the resistancies of the
513monsters it was generated in and will let dragons raise their resistancies
514with that. If the monster has the B<POISON> attacktype the B<FLESH>
515will change into B<POISON>.
516
517If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
518and if he doesn't find any of that he will start eating B<FLESH>.
519
520=over 4
521
522=item I<title> <string>
523
524If the food has B<title> set or is cursed it is considered 'special', which
525means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
526I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
527on the player.
528
529The higher the I<food> field is the longer the improvement of the player lasts
530(except for I<hp> and I<sp>).
531
532=item I<food> <number>
533
534This is the amount of food points the player gets when he eats this.
535
536=item I<on_use_yield> <archetype>
537
538When this object is applied an instance of <archetype> will be created.
539
540=back
541
542=head3 B<POISON> - type 7 - Poisonous stuff
543
544This type is for objects that can poison the player when he drinks/applies it.
545When applied it will hit the attacked with AT_POISON and will create
546a B<POISONING> object in the one who was hit.
547
548=over 4
549
550=item I<level> <number>
551
552This field affects the propability of poisoning. The higher the level difference
553between the one who is hit and the poision the more propable it is the attacked
554one will be poisoned.
555
556=item I<slaying> <race>
557
558This field has the usual meaning of 'slaying', when the
559poisoned's race matches the I<slaying> field the damage done by the poison
560is multiplied by 3.
561
562=item I<hp> <number>
563
564This is the amount of damage the player will receive from applying this. The
565attacktype AT_POISON will be used to hit the player and the damage will
566determine the strenght, duration and depletion of stats of the poisoning. The
567created B<POISONING> object which is being placed in the one who was attacked will
568get the damage from this field (which is maybe adjusted by slaying or the
569resistancies).
570
571=item I<food> <number>
572
5731/4 of <number> will be drained from the players I<food>.
574
575=item I<on_use_yield> <archetype>
576
577When this object is applied an instance of <archetype> will be created.
578
579=back
580
581=head3 B<BOOK> - type 8 - Readable books
582
583This type is basically for representing text books in the game.
584
585Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
586
587=over 4
588
589=item I<msg> <text>
590
591This is the contents of the book. When this field is unset
592at treasure generation a random text will be inserted.
593
594=item I<skill> <skill name>
595
596The skill required to read this book. (The most resonable
597skill would be literacy).
598
599=item I<exp> <number>
600
601The experience points the player get for reading this book.
602
603=item I<subtype> <readable subtype>
604
605This field determines the type of the readable.
606Please see common/readable.C in the readable_message_types table.
607
608=back
609
610=head3 B<CLOCK> - type 9 - Clocks
611
612This type of objects just display the time when being applied.
613
614=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
615
616This is a spell effect of a moving bolt. It moves straigt forward
617through the map until something blocks it.
618If FLAG_REFLECTING is set it even reflects on walls.
619
620FLAG_IS_TURNABLE should be set on these objects.
621
622=over 4
623
624=item I<move_type> <movetype>
625
626This field affects the move type with which the lightning moves through
627the map and which map cells will reflect or block it.
628
629=item I<attacktype> <attacktype>
630
631The attacktype with which it hits the objects on the map.
632
633=item I<dam> <number>
634
635The damage this bolt inflicts when it hits objects on the map.
636
637=item I<Dex> <number>
638
639This is the fork percentage, it is reduced by 10 per fork.
640And the I<dam> field is halved on each fork.
641
642=item I<Con> (internal)
643
644This value is a percentage of which the forking lightning
645is deflected to the left. This value should be mostly used internally.
646
647=item I<duration> <number>
648
649The duration the bolt stays on a map cell. This field is decreased each time
650the object is processed (see the meaning of I<speed> and I<speed_left> fields in
651the generic object field description).
652
653=item I<range> <number>
654
655This is the range of the bolt, each space it advances this field is decreased.
656
657=back
658
659=head3 B<ARROW> - type 13 - Arrows
660
661This is the type for objects that represent projectiles like arrows.
662The movement of B<THROWN_OBJ>s behave similar to this type.
663
664Flying arrows are stopped either when they hit something blocking
665(I<move_block>) or something which is alive.
666If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
667set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
668damage with a small chance which is affected by the I<level> field of the arrow.
669
670If FLAG_REFLECTING is set on the arrow it will bounce off everything
671that is not alive and blocks it's movement.
672
673When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
674fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
675the object, to restore them once the arrow has been stopped.
676
677=over 4
678
679=item I<dam> <number>
680
681The amount of damage that is being done to the victim that gets hit.
682This field is recomputed when the arrow is fired and will consist
683of the sum of a damage bonus (see description of the B<BOW> type),
684the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
685and the arrows I<magic> field.
686
687=item I<wc> <number>
688
689The weapon class of the arrow, which has effect on the propability of hitting.
690
691It is recomputed when the arrow is being fired by this formula:
692
693 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
694 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
695
696When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
697level is not added.
698
699wc_mod is dependend on the fire mode of the bow. For a more detailed
700explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
701
702=item I<magic> <number>
703
704This field is added to the damage of the arrow when it is shot and
705will also improve it's I<speed> by 1/5 of it's value.
706
707=item I<attacktype> <attacktype>
708
709Bitfield which decides the attacktype of the damage, see include/attackinc.h
710On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
711
712=item I<level> <number> (interally used)
713
714The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
715see above in the B<ARROW> description.
716
717The I<level> is set when the arrow is fired to either the skill level or the
718shooters level.
719
720=item I<speed> <number> (internal)
721
722This field shouldn't be set directly in the archetype, the arrow will get it's
723I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
724arrow will be stopped immediatly.
725
726On fireing the I<speed> of the arrow is computed of 1/5 of the
727sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
728of the bows I<dam> field is added to the I<speed> of the arrow.
729
730The minimum I<speed> of an arrow is 1.0.
731
732While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
733
734If the I<speed> is above 10.0 it goes straight through the creature it hits and
735it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
736stopped and either sticked into the victim (see I<weight> field description) or
737put on it's map square (if it didn't break, see description of the I<food> field).
738
739=item I<weight> <number>
740
741This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
742the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
743
744=item I<food> <number>
745
746The breaking percentage. 100 (%) means: breaks on usage for sure.
747
748=item I<inventory> (internal)
749
750If the flying/moving object has something in it's inventory and it stops, it
751will be replaced with it's inventory. Otherwise it will be handled as usual,
752which means: it will be calculated whether the arrow breaks and it will be
753reset for reuse.
754
755=item I<slaying> <string>
756
757When the bow that fires this arrow has it's I<slaying> field set it is copied
758to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
759
760=item I<move_type> <movetype> (internally used)
761
762This field is set when the arrow is shot to MOVE_FLY_LOW.
763
764=item I<move_on> <movetype> (internally used)
765
766This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
767
768=item I<race> <string>
769
770The I<race> field is a unique key that assigns arrows, bows and quivers. When
771shooting an arrow the bows I<race> is used to search for arrows (which have the
772same I<race> as the bow) in the players inventory and will recursively search in
773the containers (which are applied and have the same I<race> as the bow and the arrow).
774
775=back
776
777=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
778
779TODO, but take into account B<ARROW> description above!
780
781=head3 B<WEAPON> - type 15 - Weapons
782
783This type is for general hack and slash weapons like swords, maces
784and daggers and and ....
785
786=over 4
787
788=item I<weapontype> <type id>
789
790decides what attackmessages are generated, see include/define.h
791
792=item I<attacktype> <bitmask>
793
794bitfield which decides the attacktype of the damage, see include/attackinc.h
795
796=item I<dam> <number>
797
798amount of damage being done with the attacktype
799
800=item I<item_power> <level>
801
802the itempower of this weapon.
803
804=item I<name>
805
806the name of the weapon.
807
808=item I<level> (internal)
809
810The improvement state of the weapon.
811If this field is greater than 0 the I<name> field starts with the
812characters name who improved this weapon.
813
814=item I<last_eat> (internal)
815
816This seems to be the amount of improvements of a weapon,
817the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
818
819 ((who->level / 5) + 5) >= op->last_eat
820
821=item I<last_sp>
822
823the weapon speed (see magic description)
824
825=item I<food> <number>
826
827addition to food regeneration of the player
828
829=item I<hp> <number>
830
831addition to health regeneration
832
833=item I<sp> <number>
834
835addition to mana regeneration
836
837=item I<grace> <number>
838
839addititon to grace regeneration
840
841=item I<gen_sp_armour> <number>
842
843the players I<gen_sp_armour> field (which is per default 10) is being added the
844<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
845do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
846I<gen_sp_armour> limits the amout of regenerated spellpoints.
847
848Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
849I<sp> regeneration.
850
851=item I<body_BODYSLOT>
852
853The part of the body you need to use this weapon, possible values should be
854looked up in common/item.C at body_locations.
855
856=item I<resist_RESISTNACY> <number>
857
858this is the factor with which the difference of the players resistancy and 100%
859is multiplied, something like this:
860
861 additional_resistancy = (100 - current_resistanct) * (<number>/100)
862
863if <number> is negative it is added to the total vulnerabilities,
864and later the total resistance is decided by:
865
866 'total resistance = total protections - total vulnerabilities'
867
868see also common/living.C:fix_player
869
870=item I<path_(attuned|repelled|denied)>
871
872this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
873for the pathes.
874
875=item I<luck> <number>
876
877this luck is added to the players I<luck>
878
879=item I<move_type>
880
881if the weapon has a I<move_type> set the player inherits it's I<move_type>
882
883=item I<exp> <number>
884
885the added_speed and bonus_speed of the player is raised by <number>/3.
886if <number> < 0 then the added_speed is decreased by <number>
887
888=item I<weight>
889
890the weight of the weapon
891
892=item I<magic>
893
894the I<magic> field affects the amounts of the following fields:
895
896 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
897
898 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
899
900 - dam: the players dam is adjusted by: player->dam += (dam + magic)
901
902 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
903 (minium is 0)
904
905=item I<ac> <number>
906
907the amount of ac points the player's I<ac> is decreased when applying this object.
908
909=item I<wc> <number>
910
911the amount of wc points the player's I<wc> is decreased when applying this object.
912
913=back
914
915=head4 Player inherits following flags from weapons:
916
917 FLAG_LIFESAVE
918 FLAG_REFL_SPELL
919 FLAG_REFL_MISSILE
920 FLAG_STEALTH
921 FLAG_XRAYS
922 FLAG_BLIND
923 FLAG_SEE_IN_DARK
924 FLAG_UNDEAD
925
926=head3 B<GRIMREAPER> - type 28 - Grimreapers
927
928These type are mostly used for monsters, they give the
929monster the ability to dissapear after 10 hits with AT_DRAIN.
930
931=over 4
932
933=item I<value> <number>
934
935This field stores the hits the monster did yet.
936
937=back
938
939=head3 B<CREATOR> - type 42 - Object creators
940
941Once a creator is activated by a connection it creates a number of objects
942(cloned from it's inventory or a new object derived from the archetype
943named in the other_arch slot).
944
945If FLAG_LIVESAFE is set the number of uses is unlimited.
946
947=over 4
948
949=item I<hp> <number>
950
951If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
952be used.
953
954=item I<speed> <number>
955
956If I<speed> is set the creator will create an object periodically,
957see I<speed> and I<speed_left> fields in the general object field description
958for more details.
959
960=item I<slaying> <string>
961
962If set the generated object's name and title will be set to this.
963
964=item I<other_arch> <string>
965
966If the inventory of the creator is empty new objects will be derived from the
967archetype named by <string>.
968
969=item I<connected> <number>
970
971See generic object field description.
972
973=back
974
975=head3 B<DRINK> - type 54 - Drinkable stuff
976
977See B<FOOD> description.
978
979=head3 B<CHECK_INV> - type 64 - Inventory checkers
980
981This object checks whether the player has a specific item in his
982inventory when he moves above the inventory checker. If the player has
983the item (or not, which can be controlled with a flag) a connection will be triggered.
984
985If you set I<move_block> you can deny players and monsters to reach the space where
986the inventory checker is on, see I<move_block> description below.
987
988The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
989So matching one of those conditions is enough.
990
991=over 4
992
993=item I<move_block> <move type bitmask>
994
995If you set this field to block a movetype the move code will block any moves
996onto the space with the inventory checker, IF the moving object doesn't have
997(or has - if I<last_sp> = 0) the item that the checker is searching for.
998
999=item I<last_sp> (0|1)
1000
1001If I<last_sp> is 1 'having' the item that is being checked for will
1002activate the connection or make the space with the checker non-blocking.
1003If I<last_sp> is 0 'not having' the item will activate the connection
1004or make the space with the checker non-blocking.
1005
1006=item I<last_heal> (0|1)
1007
1008If I<last_heal> is 1 the matching item will be removed if the inventory checker
1009activates a connection and finds the item in the inventory.
1010
1011(A inventory checker that blocks a space won't remove anything from inventories)
1012
1013=item I<hp> <number>
1014
1015If this field is not 0 the inventory checker will search for an object
1016with the type id <number>.
1017
1018=item I<slaying> <string>
1019
1020If this field is set the inventory checker will search for an object that
1021has the same string in the I<slaying> field (for example a key string of a key).
1022
1023=item I<race> <string>
1024
1025If this field is set the inventory checker will search for an object which
1026has the archetype name that matches <string>.
1027
1028=item I<connected> <connection id>
1029
1030This is the connection that will be activated. The connection is
1031'pushed' when someone enters the space with the inventory checker,
1032and it is 'released' when he leaves it.
1033
1034See also the description of the I<connected> field in the generic object field
1035section.
1036
1037=back
1038
1039=head3 B<FLESH> - type 72 - Organs and body parts
1040
1041See B<FOOD> description.
1042
1043=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1044
1045A type for any object that has no special behaviour.
1046
1047=head3 B<LAMP> - type 82 - A lamp
1048
1049This object represents a lamp, that can be carried and switched
1050on and off and has a certain amount of fuel in it.
1051
1052A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1053Each of them should point at the other one with it's I<other_arch> field.
1054
1055See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1056
1057If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off
1058with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE.
1059
1060=over 4
1061
1062=item I<glow_radius> <number>
1063
1064The radius of the light that the lamp emits, see also I<glow_radius> in the
1065generic object flags description.
1066
1067=item I<speed> <number>
1068
1069If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1070lamp burns it's fuel (I<food>).
1071
1072Setting FLAG_CHANGING makes only sense on the archetype which represents
1073the 'on' state of the lamp.
1074
1075See also the description of FLAG_CHANGING.
1076
1077Lamps which have no FLAG_CHANGING set would also make sense and represent
1078lamps that never burn up.
1079
1080=item I<other_arch> <number>
1081
1082This is the field that points to the 'other' archetype which represents the
1083opposite state of the lamp. The newly from I<other_arch> derived object will
1084replace the current object and will get the value of I<food> of the replaced object.
1085
1086Rationale:
1087
1088When the lamp (on) is applied a new object is derived from the archetype
1089in I<other_arch> and the I<food> value is copied to it ('the fuel is
1090transferred'). The new lamp (off) object has to have a I<other_arch> field
1091which points to the archetype from which a lamp (on) can be derived.
1092
1093=item I<food> <number>
1094
1095This fields stands for the fuel of the lamp.
1096
1097=back
1098
1099=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1100
1101This type of objects multiplies objects that are above it when it is activated.
1102You can even multiply by 0, which will destroy the object.
1103
1104=over 4
1105
1106=item I<level> <number>
1107
1108The multiplicator, if set to 0 or lower it will destroy the objects above it.
1109
1110=item I<other_arch> <string>
1111
1112The archetype name of the objects that should be multiplied.
1113
1114=item I<connected> <number>
1115
1116See generic object field description.
1117
1118=back
1119
1120=head3 B<HOLE> - type 94 - Holes
1121
1122B<HOLE>s are holes in the ground where objects can fall through. When the hole
1123opens and/or is completly open all objects above it fall through (more
1124precisely: if their head is above the hole).
1125
1126When the B<HOLE> is activated it's speed is set to 0.5.
1127
1128These holes can only transfer the one who falls through to other coordinates
1129on the same map.
1130
1131=over 4
1132
1133=item I<maxsp> (0|1)
1134
1135This field negates the state of the connection: When maxsp is 1 the pit will
1136open/close when the connection is deactivated. Otherwise it will open/close
1137when the connection is activated. This field only has effect when the
1138connection is triggered. So if you put a closed hole on a map, and the
1139connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1140connection was triggered once.
1141
1142=item I<connected> <connection id>
1143
1144This is the connection id, which lets the hole opening or closing when
1145activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1146at which connection state the object is activated.
1147
1148For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1149the connection is released.
1150
1151=item I<wc> <number> (internal)
1152
1153This is an internal field. If it is greater than 0 it means that the hole is not
1154yet fully open. More preciesly: this field is the animation-step and if it is
1155set to the 'closed' step of the animation the hole is closed and if it is on
1156the 'open' animation step (I<wc> = 0), the hole is open.
1157
1158=item I<sp> <number>
1159
1160The destination y coordinates on the same map.
1161
1162=item I<hp> <number>
1163
1164The destination x coordinates on the same map.
1165
1166=back
1167
1168=head3 B<POISONING> - type 105 - The poisoning of players and monsters
1169
1170This type is doing the actual damage to the ones who were attacked
1171via AT_POISON (or drank B<POISON>).
1172
1173The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1174there for details).
1175
1176=over 4
1177
1178=item I<dam> <number>
1179
1180Each time the poisoning is proccessed (which is determined by the I<speed> and
1181I<speed_left> fields, see the general object fields description above) it hits
1182the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1183simply hit the player with no strings attached).
1184
1185=item I<food> <number>
1186
1187Just a note: The posioning is removed if I<food> == 1 and not if
1188the whole I<duration> is up, because the B<POISONING> code has to remove
1189the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1190deletes the B<POISONING> object.
1191
1192=back
1193
160=head3 FORCE - type 114 - Forces 1194=head3 B<FORCE> - type 114 - Forces
161 1195
162Forces are a very 'thin' type. They don't have much behaviour other than 1196Forces are a very 'thin' type. They don't have much behaviour other than
163disappearing after a time and/or affecting the player if they are in his inventory. 1197disappearing after a time and/or affecting the player if they are in his
1198inventory.
164 1199
165Forces only take effect on the player if they have set FLAG_APPLIED. 1200Forces only take effect on the player if they have FLAG_APPLIED set.
166 1201
167Whether the duration field is processed or not a tick is controlled via the 1202Whether the I<duration> field is processed or not per tick is controlled by the
168speed and speed_left field. Look above at the generic description of these 1203I<speed> and I<speed_left> fields. Look above in the generic object field description.
169fields.
170 1204
171=over 4 1205NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1206interpreter like described in the description of the FLAG_IS_USED_UP flag.
1207BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1208will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1209removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1210have good semantics on forces, try to avoid it.
172 1211
1212=over 4
1213
173=item duration 1214=item I<duration>
174 1215
175While this field is greater than 0 the force/object is not destroyed. 1216While this field is greater than 0 the force/object is not destroyed. It is
176It is decreased each tick by 1. 1217decreased each tick by 1.
177 1218
178If it reaches 0 the force/object is destroyed. 1219If it reaches 0 the force/object is destroyed.
179 1220
180This field can have this meaning for B<any> object if that object has 1221This field can have this meaning for B<any> object if that object has
181FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1222FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
182what happens then. 1223what happens then.
183 1224
184=back 1225=back
185 1226
186=head3 WEAPON - type 15 - Weapons 1227=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
187 1228
188This type is for general hack and slash weapons like swords, maces 1229This object is generated by the B<POTION> code when the potion is a resistance
189and daggers and and .... 1230giving potion. It has mainly the same behaviour as a B<FORCE>.
190 1231
191=over 4 1232The specialty of the potion effect is that the resistancy it gives is absolute,
1233so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1234fire.
192 1235
193=item weapontype <type id> 1236Multiple potion effects only give you the maximum of their resistancy.
194
195decides what attackmessages are generated, see include/define.h
196
197=item attacktype <bitmask>
198
199bitfield which decides the attacktype of the damage, see include/attackinc.h
200
201=item dam <number>
202
203amount of damage being done with the attacktype
204
205=item item_power <level>
206
207the itempower of this weapon.
208
209=item name
210
211the name of the weapon.
212
213=item level (internal)
214
215The improvement state of the weapon.
216If this field is greater than 0 the 'name' field starts with the
217characters name who improved this weapon.
218
219=item last_eat (internal)
220
221seems to be the amount of improvements of a weapon,
222the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
223
224 ((who->level / 5) + 5) >= op->last_eat
225
226=item last_sp
227
228the weapon speed (see magic description)
229
230=item food <number>
231
232addition to food regeneration of the player
233
234=item hp <number>
235
236addition to health regeneration
237
238=item sp <number>
239
240addition to mana regeneration
241
242=item grace <number>
243
244addititon to grace regeneration
245
246=item gen_sp_armour <number>
247
248the players gen_sp_armour field (which is per default 10) is added the <number> amount.
249gen_sp_armour seems to be a factor with which gen_sp in do_some_living()
250is multiplied: gen_sp *= 10/<number>
251meaning: values > 10 of gen_sp_armour limits the amout of regenerated
252spellpoints.
253
254generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
255sp regeneration.
256
257=item body_<body slot/part>
258
259the part of the body you need to use this weapon, possible values should be
260looked up in common/item.C at body_locations.
261
262=item resist_<resistnacy> <number>
263
264this is the factor with which the difference of the players resistancy and 100%
265is multiplied, something like this:
266
267 additional_resistancy = (100 - current_resistanct) * (<number>/100)
268
269if <number> is negative it is added to the total vulnerabilities,
270and later the total resistance is decided by:
271
272 'total resistance = total protections - total vulnerabilities'
273
274see also common/living.C:fix_player
275
276=item patch_(attuned|repelled|denied)
277
278this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
279for the pathes.
280
281=item luck <number>
282
283this luck is added to the players luck
284
285=item move_type
286
287if the weapon has a move_type set the player inherits it's move_type
288
289=item exp <number>
290
291the added_speed and bonus_speed of the player is raised by <number>/3.
292if <number> < 0 then the added_speed is decreased by <number>
293
294=item weight
295
296the weight of the weapon
297
298=item magic
299
300the magic field affects the amounts of the following fields:
301
302 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
303
304 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
305
306 - dam: the players dam is adjusted by: player->dam += (dam + magic)
307
308 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
309 (minium is 0)
310
311=item ac <number>
312
313the amount of ac points the player's ac is decreased
314
315=item wc <number>
316
317the amount of wc points the player's ac is decreased
318
319=back
320
321=head4 Player inherits following flags from weapons:
322
323 FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH,
324 FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD

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