… | |
… | |
74 | For players this field reflects the duration of the invisibility |
74 | For players this field reflects the duration of the invisibility |
75 | and is decreased every tick by 1. |
75 | and is decreased every tick by 1. |
76 | |
76 | |
77 | For non-player objects this field is not changed by server ticks. |
77 | For non-player objects this field is not changed by server ticks. |
78 | |
78 | |
79 | =item speed <numeric> |
79 | =item speed <number> |
80 | |
80 | |
81 | If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed |
81 | If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed |
82 | on the active object list and will be processed each tick (see also speed_left!). |
82 | on the active object list and will be processed each tick (see also speed_left!). |
83 | |
83 | |
84 | If the speed field drops below the MIN_ACTIVE_SPEED the object is removed |
84 | If the speed field drops below the MIN_ACTIVE_SPEED the object is removed |
… | |
… | |
94 | |
94 | |
95 | If the object is on the active list and speed_left is lower or |
95 | If the object is on the active list and speed_left is lower or |
96 | equal to 0 the absolute value of the speed field is added to speed_left |
96 | equal to 0 the absolute value of the speed field is added to speed_left |
97 | on the end of the tick. |
97 | on the end of the tick. |
98 | |
98 | |
|
|
99 | This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) |
|
|
100 | the more seldom the object is processed. And the higher the speed field is |
|
|
101 | the more often the object is processed. |
|
|
102 | |
99 | =item no_drop (0|1) |
103 | =item no_drop (0|1) |
100 | |
104 | |
101 | Sets the flag FLAG_NO_DROP. See the Flags section below. |
105 | Sets the flag FLAG_NO_DROP. |
|
|
106 | See Flags section below. |
102 | |
107 | |
103 | =item applied (0|1) |
108 | =item applied (0|1) |
104 | |
109 | |
105 | Sets the flag FLAG_APPLIED. See the Flags section below. |
110 | Sets the flag FLAG_APPLIED. |
|
|
111 | See Flags section below. |
106 | |
112 | |
107 | =item is_used_up (0|1) |
113 | =item is_used_up (0|1) |
108 | |
114 | |
109 | Sets the flag FLAG_IS_USED_UP. See Flags section below. |
115 | Sets the flag FLAG_IS_USED_UP. |
|
|
116 | See Flags section below. |
|
|
117 | |
|
|
118 | =item auto_apply (0|1) |
|
|
119 | |
|
|
120 | Sets the flag FLAG_AUTO_APPLY. |
|
|
121 | See Flags section below. |
|
|
122 | |
|
|
123 | =item activate_on_push (0|1) (default: 1) |
|
|
124 | |
|
|
125 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
|
|
126 | See Flags section below. |
|
|
127 | |
|
|
128 | =item activate_on_release (0|1) (default: 1) |
|
|
129 | |
|
|
130 | Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
|
|
131 | See Flags section below. |
110 | |
132 | |
111 | =item editable (more than deprecated) |
133 | =item editable (more than deprecated) |
112 | |
134 | |
113 | This field had a special meaning for crossedit, which used parts |
135 | This field had a special meaning for crossedit, which used parts |
114 | of the server code for editing. Wherever you see this attribute being |
136 | of the server code for editing. Wherever you see this attribute being |
… | |
… | |
146 | this object is removed or not, see the Force type below for the meaning |
168 | this object is removed or not, see the Force type below for the meaning |
147 | of the duration field in this context. |
169 | of the duration field in this context. |
148 | |
170 | |
149 | If FLAG_APPLIED is not set the object is destroyed. |
171 | If FLAG_APPLIED is not set the object is destroyed. |
150 | |
172 | |
|
|
173 | =item FLAG_IS_A_TEMPLATE (internal use) |
|
|
174 | |
|
|
175 | This flag is set on the inventory of generators like CREATORs and CONVERTERs, |
|
|
176 | or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
|
|
177 | |
|
|
178 | =item FLAG_AUTO_APPLY |
|
|
179 | |
|
|
180 | This flag has currently only meaning for the TREASURE type, see below. |
|
|
181 | |
|
|
182 | =item FLAG_ACTIVATE_ON_PUSH |
|
|
183 | |
|
|
184 | This flag has only meaning for objects that can be linked together |
|
|
185 | with the 'connected' field and controls wether the object should |
|
|
186 | be activated when the connection is 'pushed' or it is 'released'. |
|
|
187 | |
|
|
188 | This flag is by default on. |
|
|
189 | |
|
|
190 | =item FLAG_ACTIVATE_ON_RELEASE |
|
|
191 | |
|
|
192 | This flag has only meaning for objects that can be linked together |
|
|
193 | with the 'connected' field and controls wether the object should |
|
|
194 | be activated when the connection is 'pushed' or it is 'released'. |
|
|
195 | |
|
|
196 | This flag is by default on. |
|
|
197 | |
151 | =back |
198 | =back |
152 | |
199 | |
153 | =head2 Description of type specific attributes |
200 | =head2 Description of type specific attributes |
154 | |
201 | |
155 | The beginning of the headers of the following subsection |
202 | The beginning of the headers of the following subsection |
156 | are the server internal names for the objects types, see include/define.h. |
203 | are the server internal names for the objects types, see include/define.h. |
157 | The numeric values are maybe not 100% accurate, as the code is a changing |
|
|
158 | target, please consult include/define.h in doubt :-) |
|
|
159 | |
204 | |
160 | =head3 FORCE - type 114 - Forces |
205 | =head3 TRANSPORT - type 2 - Player transports |
161 | |
206 | |
162 | Forces are a very 'thin' type. They don't have much behaviour other than |
207 | This type is implemented by the transport extension and has currently no special |
163 | disappearing after a time and/or affecting the player if they are in his inventory. |
208 | attributes that affect it. |
164 | |
209 | |
165 | Forces only take effect on the player if they have set FLAG_APPLIED. |
210 | =head3 ROD - type 3 - Rods that fire spells |
166 | |
211 | |
167 | Whether the duration field is processed or not a tick is controlled via the |
212 | Rods contain spells and can be fired by a player. |
168 | speed and speed_left field. Look above at the generic description of these |
|
|
169 | fields. |
|
|
170 | |
213 | |
171 | =over 4 |
214 | =over 4 |
172 | |
215 | |
173 | =item duration |
216 | =item level <number> |
174 | |
217 | |
175 | While this field is greater than 0 the force/object is not destroyed. |
218 | This attribute is used for calculating the spell level that can be fired |
176 | It is decreased each tick by 1. |
219 | with this rod, it's also the maximum level of the spell that can be fired. |
|
|
220 | The level of the spell that is being fired depends mostly on |
|
|
221 | the 'use magic item' skill level of the player and 1/10 of the level of the |
|
|
222 | rod is added as bonus. |
177 | |
223 | |
178 | If it reaches 0 the force/object is destroyed. |
224 | =item hp <number> |
179 | |
225 | |
180 | This field can have this meaning for B<any> object if that object has |
226 | The amount of spellpoints this rod has left. |
181 | FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
227 | |
182 | what happens then. |
228 | =item maxhp <number> |
|
|
229 | |
|
|
230 | The maximum amount of spellpoints this rod has. |
|
|
231 | |
|
|
232 | =item skill <skill name> |
|
|
233 | |
|
|
234 | This field determines which skill you need to apply this object. |
|
|
235 | |
|
|
236 | =back |
|
|
237 | |
|
|
238 | =head3 TREASURE - type 4 - Treasures |
|
|
239 | |
|
|
240 | This type of objects are for random treasure generation in maps. |
|
|
241 | If this object is applied by a player it will replace itself with it's |
|
|
242 | inventory. If it is automatically applied |
|
|
243 | generate a treasure and replace itself with the generated treasure. |
|
|
244 | |
|
|
245 | Chests are also of this type, their treasures are generated by |
|
|
246 | the auto apply code on map instantiation. |
|
|
247 | |
|
|
248 | =over 4 |
|
|
249 | |
|
|
250 | =item hp <number> |
|
|
251 | |
|
|
252 | The number of treasures to generate. |
|
|
253 | |
|
|
254 | =item exp <level> |
|
|
255 | |
|
|
256 | If FLAG_AUTO_APPLY is not set the exp field has no further meaning |
|
|
257 | and the difficulty for the treasurecode only depends on the maps difficulty, |
|
|
258 | otherwise the exp field has the following meaning: |
|
|
259 | |
|
|
260 | If this field is not 0 it is passed as the difficulty |
|
|
261 | to the treasure generation code to determine how good, how much |
|
|
262 | worth a treasure is or what bonuses it is given by the treasure code. |
|
|
263 | |
|
|
264 | If this field is not set or 0 the difficulty of the map is passed to the treasure |
|
|
265 | generation code. |
|
|
266 | |
|
|
267 | =item randomitems <treasurelist> |
|
|
268 | |
|
|
269 | The treasurelist to use to generate the treasure which is put in the |
|
|
270 | treasure objects inventory. |
|
|
271 | |
|
|
272 | =back |
|
|
273 | |
|
|
274 | =head3 POTION - type 5 - Potions for drinking and other nastynesses |
|
|
275 | |
|
|
276 | These objects contain a spell and will emit it on apply, which most |
|
|
277 | of the time has the meaning of 'drinking'. |
|
|
278 | |
|
|
279 | If no resistancy field, stat field or attacktype is set and no spell |
|
|
280 | is put in the potion by the sp field or the randomitems the |
|
|
281 | potion will become an artifact and the artifact code decides which kind |
|
|
282 | of potion will be generated. |
|
|
283 | |
|
|
284 | If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion |
|
|
285 | will yield an explosion and hurt the player. |
|
|
286 | |
|
|
287 | =over 4 |
|
|
288 | |
|
|
289 | =item Str, Dex, Con, Int, Wis, Cha, Pow <number> |
|
|
290 | |
|
|
291 | These stat fields determine how many stat points the player gets |
|
|
292 | when he applies this potion. |
|
|
293 | |
|
|
294 | If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. |
|
|
295 | |
|
|
296 | =item sp <number> |
|
|
297 | |
|
|
298 | If this field is set and the randomitems field is not set |
|
|
299 | the field is interpreted as spell number, please look the right |
|
|
300 | number up in common/loader.C. |
|
|
301 | |
|
|
302 | If this field is set the randomitems field will be unset by the |
|
|
303 | map loading code. |
|
|
304 | |
|
|
305 | =item attacktype <attacktype> |
|
|
306 | |
|
|
307 | This field has some special meaning in potions, currently the |
|
|
308 | bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
|
|
309 | restoration potion or improvement potion. |
|
|
310 | See include/attackinc.h for the bits of these types. |
|
|
311 | |
|
|
312 | If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION |
|
|
313 | will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED |
|
|
314 | set the player will be drained a random stat by inserting an ARCH_DEPLETION |
|
|
315 | into him. |
|
|
316 | |
|
|
317 | If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. |
|
|
318 | When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. |
|
|
319 | |
|
|
320 | =item resist_<resistancy> <number> |
|
|
321 | |
|
|
322 | If this stat is set and no spell is in the potion the potion |
|
|
323 | will create a force that give the player this specific resistancy. |
|
|
324 | The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) |
|
|
325 | and the potion will last 10 times longer than the default force archetype |
|
|
326 | FORCE_NAME (at the moment of this writing spell/force.arc). |
|
|
327 | |
|
|
328 | =item randomitems <treasurelist> |
|
|
329 | |
|
|
330 | The inventory/spell of the potion will be created by calling the treasure code |
|
|
331 | with the treasurelist specified here. (I guess it's highly undefined what |
|
|
332 | happens if there is not a spell in the potions inventory). |
|
|
333 | |
|
|
334 | =item on_use_yield <archetype> |
|
|
335 | |
|
|
336 | When this object is applied an instance of <archetype> will be created. |
|
|
337 | |
|
|
338 | =item subtypes <potion subtype> |
|
|
339 | |
|
|
340 | see include/spells.h for possible potion subtypes, there are currently 4: |
|
|
341 | |
|
|
342 | =over 4 |
|
|
343 | |
|
|
344 | =item POT_SPELL |
|
|
345 | |
|
|
346 | Unused, default behaiour of a potion. |
|
|
347 | |
|
|
348 | =item POT_DUST |
|
|
349 | |
|
|
350 | This potion can be thrown to cast the spell that it has in it's inventory, |
|
|
351 | the behaviour is not defined if there is not a spell in the inventory and the |
|
|
352 | server will log an error. |
|
|
353 | |
|
|
354 | =item POT_FIGURINE |
|
|
355 | |
|
|
356 | Unused, default behaiour of a potion. |
|
|
357 | |
|
|
358 | =item POT_BALM |
|
|
359 | |
|
|
360 | Unused, default behaiour of a potion. |
|
|
361 | |
|
|
362 | =back |
|
|
363 | |
|
|
364 | =back |
|
|
365 | |
|
|
366 | =head3 FOOD - type 6 - Eatable stuff |
|
|
367 | |
|
|
368 | This is for objects that are representing general eatables like |
|
|
369 | beef or bread. |
|
|
370 | |
|
|
371 | The main difference between FOOD, FLESH and DRINK is that they |
|
|
372 | give different messages. |
|
|
373 | |
|
|
374 | The specialty of FLESH is that it inherits the resistancies of the |
|
|
375 | monsters it was generated in and will let dragons raise their resistancies |
|
|
376 | with that. |
|
|
377 | |
|
|
378 | If a player runs low on food he will grab for FOOD, DRINK and POISON |
|
|
379 | and if he doesn't find any of that he will start eating FLESH. |
|
|
380 | |
|
|
381 | =over 4 |
|
|
382 | |
|
|
383 | =item title <string> |
|
|
384 | |
|
|
385 | If the food has a title or is cursed it is considered 'special', which means that the |
|
|
386 | fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp |
|
|
387 | are interpreted and have further effects on the player. |
|
|
388 | |
|
|
389 | The higher the food field is the longer the improvement of the player lasts |
|
|
390 | (except for hp and sp). |
|
|
391 | |
|
|
392 | =item food <number> |
|
|
393 | |
|
|
394 | This is the amount of food points the player gets when he eats this. |
|
|
395 | |
|
|
396 | =item on_use_yield <archetype> |
|
|
397 | |
|
|
398 | When this object is applied an instance of <archetype> will be created. |
183 | |
399 | |
184 | =back |
400 | =back |
185 | |
401 | |
186 | =head3 WEAPON - type 15 - Weapons |
402 | =head3 WEAPON - type 15 - Weapons |
187 | |
403 | |
… | |
… | |
312 | |
528 | |
313 | the amount of ac points the player's ac is decreased |
529 | the amount of ac points the player's ac is decreased |
314 | |
530 | |
315 | =item wc <number> |
531 | =item wc <number> |
316 | |
532 | |
317 | the amount of wc points the player's ac is decreased |
533 | the amount of wc points the player's wc is decreased |
318 | |
534 | |
319 | =back |
535 | =back |
320 | |
536 | |
321 | =head4 Player inherits following flags from weapons: |
537 | =head4 Player inherits following flags from weapons: |
322 | |
538 | |
323 | FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH, |
539 | FLAG_LIFESAVE |
324 | FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD |
540 | FLAG_REFL_SPELL |
|
|
541 | FLAG_REFL_MISSILE |
|
|
542 | FLAG_STEALTH |
|
|
543 | FLAG_XRAYS |
|
|
544 | FLAG_BLIND |
|
|
545 | FLAG_SEE_IN_DARK |
|
|
546 | FLAG_UNDEAD |
|
|
547 | |
|
|
548 | =head3 DRINK - type 54 - Drinkable stuff |
|
|
549 | |
|
|
550 | See FOOD description. |
|
|
551 | |
|
|
552 | =head3 CHECK_INV - type 64 - Inventory checkers |
|
|
553 | |
|
|
554 | This object checks whether the player has a specific item in his |
|
|
555 | inventory when he moves above the inventory checker. If the player has |
|
|
556 | the item (or not, which can be controlled with a flag) a connection will be triggered. |
|
|
557 | |
|
|
558 | If you set move_block you can deny players and monsters to reach the space where |
|
|
559 | the inventory checker is on, see 'move_block' description below. |
|
|
560 | |
|
|
561 | The conditions specified by hp, slaying and race are concationated with OR. |
|
|
562 | So matching one of those conditions is enough. |
|
|
563 | |
|
|
564 | =over 4 |
|
|
565 | |
|
|
566 | =item move_block <move type bitmask> |
|
|
567 | |
|
|
568 | If you set this field to block a movetype the move code will block any moves |
|
|
569 | onto the space with the inventory checker, IF the moving object doesn't have |
|
|
570 | (or has - if last_sp = 0) the item that the checker is searching for. |
|
|
571 | |
|
|
572 | =item last_sp (0|1) |
|
|
573 | |
|
|
574 | If last_sp is 1 'having' the item that is being checked for will |
|
|
575 | activate the connection or make the space with the checker non-blocking. |
|
|
576 | If last_sp is 0 'not having' the item will activate the connection |
|
|
577 | or make the space with the checker non-blocking. |
|
|
578 | |
|
|
579 | =item last_heal (0|1) |
|
|
580 | |
|
|
581 | If last_heal is 1 the matching item will be removed if the inventory checker |
|
|
582 | activates a connection and finds the item in the inventory. |
|
|
583 | |
|
|
584 | (A inventory checker that blocks a space won't remove anything from inventories) |
|
|
585 | |
|
|
586 | =item hp <number> |
|
|
587 | |
|
|
588 | If this field is not 0 the inventory checker will search for an object |
|
|
589 | with the type id <number>. |
|
|
590 | |
|
|
591 | =item slaying <string> |
|
|
592 | |
|
|
593 | If this field is set the inventory checker will search for an object that |
|
|
594 | has the same string in the slaying field (for example a key string of a key). |
|
|
595 | |
|
|
596 | =item race <string> |
|
|
597 | |
|
|
598 | If this field is set the inventory checker will search for an object which |
|
|
599 | has the archetype name that matches <string>. |
|
|
600 | |
|
|
601 | =item connected <connection id> |
|
|
602 | |
|
|
603 | This is the connection that will be activated. |
|
|
604 | |
|
|
605 | =back |
|
|
606 | |
|
|
607 | =head3 FLESH - type 72 - Organs and body parts |
|
|
608 | |
|
|
609 | See FOOD description. |
|
|
610 | |
|
|
611 | =head3 HOLE - type 94 - Holes |
|
|
612 | |
|
|
613 | Holes are holes in the ground where objects can fall through. When the hole |
|
|
614 | opens and/or is completly open all objects above it fall through (more |
|
|
615 | precisely: if their head is above the hole). |
|
|
616 | |
|
|
617 | Trapdoors can only transfer the one who falls through to other coordinates |
|
|
618 | on the B<same> map. |
|
|
619 | |
|
|
620 | =over 4 |
|
|
621 | |
|
|
622 | =item maxsp (0|1) |
|
|
623 | |
|
|
624 | This field negates the state of the connection: When maxsp is 1 the pit will |
|
|
625 | open/close when the connection is deactivated. Otherwise it will open/close |
|
|
626 | when the connection is activated. This field only has effect when the |
|
|
627 | connection is triggered. So if you put a closed hole on a map, and the |
|
|
628 | connection is deactivated, and maxsp is 1 the hole will remain closed until the |
|
|
629 | connection was triggered once. |
|
|
630 | |
|
|
631 | =item connected <connection id> |
|
|
632 | |
|
|
633 | This is the connection id, which lets the hole opening or closing when |
|
|
634 | activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
|
|
635 | at which connection state the object is activated. |
|
|
636 | |
|
|
637 | For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
|
|
638 | the connection is released. |
|
|
639 | |
|
|
640 | =item wc <number> (internal) |
|
|
641 | |
|
|
642 | This is an internal flag. If it is greater than 0 it means that the hole is not |
|
|
643 | yet fully open. More preciesly: this field is the animation-step and if it is |
|
|
644 | set to the 'closed' step of the animation the hole is closed and if it is on |
|
|
645 | the 'open' animation step (wc = 0), the hole is open. |
|
|
646 | |
|
|
647 | =item sp <number> |
|
|
648 | |
|
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649 | The destination y coordinates on the same map. |
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650 | |
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651 | =item hp <number> |
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652 | |
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653 | The destination x coordinates on the same map. |
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654 | |
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655 | =back |
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656 | |
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657 | =head3 FORCE - type 114 - Forces |
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658 | |
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659 | Forces are a very 'thin' type. They don't have much behaviour other than |
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660 | disappearing after a time and/or affecting the player if they are in his |
|
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661 | inventory. |
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662 | |
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663 | Forces only take effect on the player if they have set FLAG_APPLIED. |
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664 | |
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665 | Whether the duration field is processed or not a tick is controlled via the |
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666 | speed and speed_left field. Look above at the generic description of these |
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667 | fields. |
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668 | |
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669 | NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field |
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670 | like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches |
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671 | 0 before duration and FLAG_APPLIED is set, the force will last for 'duration'. |
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672 | If the FLAG_APPLIED is not set the force is removed when food reaches 0. |
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673 | Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. |
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674 | |
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675 | =over 4 |
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676 | |
|
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677 | =item duration |
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678 | |
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679 | While this field is greater than 0 the force/object is not destroyed. It is |
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680 | decreased each tick by 1. |
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681 | |
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682 | If it reaches 0 the force/object is destroyed. |
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683 | |
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684 | This field can have this meaning for B<any> object if that object has |
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685 | FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
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686 | what happens then. |
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687 | |
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688 | =back |
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689 | |
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690 | =head3 POTION_EFFECT - type 115 - Potion effects (resistancies) |
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691 | |
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692 | This object is generated by the POTION code when the potion is a resistance |
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693 | giving potion. It has mainly the same behaviour as a FORCE. |
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694 | |
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695 | The specialty of the potion effect is that the resistancy it gives is absolute, |
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696 | so if you drin a resistancy potion of fire+60 you will get 60% resistancy to |
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697 | fire. |
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698 | |
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699 | Multiple potion effects only give you the maximum of their resistancy. |