… | |
… | |
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). Negative glow radii darken areas - currently, negative |
116 | glowing at all). Negative glow radii darken areas - currently, negative |
117 | glow radii are stronger than positive ones. |
117 | glow radii are stronger than positive ones. |
118 | |
118 | |
119 | =item I<speed> <number> |
119 | =item I<speed> <float> |
120 | |
120 | |
121 | 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 |
122 | 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!). |
123 | |
123 | |
124 | 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 |
125 | 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. |
126 | |
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 | |
127 | =item I<speed_left> <number> |
131 | =item I<speed_left> <float> |
128 | |
132 | |
129 | 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 |
130 | 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): |
131 | |
135 | |
132 | - speed_left is decreased by 1 |
136 | - speed_left is decreased by 1 |
… | |
… | |
138 | |
142 | |
139 | This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED) |
143 | This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED) |
140 | the more seldom the object is processed. And the higher I<speed> is |
144 | the more seldom the object is processed. And the higher I<speed> is |
141 | the more often the object is processed. |
145 | the more often the object is processed. |
142 | |
146 | |
143 | =item I<connected> <number> |
147 | =item I<connected> <identifier> |
144 | |
148 | |
145 | When this field is set the object will be linked to a connection with the |
149 | When this field is set the object will be linked to a connection with the |
146 | id <number>. What happens when the connection is 'activated' depends on the |
150 | same <identifier>. What happens when the connection is 'activated' depends on the |
147 | type of the object. |
151 | type of the object. |
148 | |
152 | |
149 | FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control |
153 | FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control |
150 | when to activate the object, see description of these below for further details. |
154 | when to activate the object, see description of these below for further details. |
151 | |
155 | |
… | |
… | |
462 | This field has some special meaning in potions, currently the |
466 | This field has some special meaning in potions, currently the |
463 | bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
467 | bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
464 | restoration potion or improvement potion. |
468 | restoration potion or improvement potion. |
465 | See include/attackinc.h for the bits of these types. |
469 | See include/attackinc.h for the bits of these types. |
466 | |
470 | |
467 | If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION |
471 | If AT_DEPLETE is set the player will be restored and the "depletion" |
468 | will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED |
472 | 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 |
473 | set the player will be drained a random stat by inserting an "depletion" |
470 | into him. |
474 | into him. |
471 | |
475 | |
472 | If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. |
476 | 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. |
477 | When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. |
474 | |
478 | |
… | |
… | |
626 | |
630 | |
627 | =head3 B<CLOCK> - type 9 - Clocks |
631 | =head3 B<CLOCK> - type 9 - Clocks |
628 | |
632 | |
629 | This type of objects just display the time when being applied. |
633 | This type of objects just display the time when being applied. |
630 | |
634 | |
|
|
635 | =head3 B<VEIN> - type 10 - item veins for mining |
|
|
636 | |
|
|
637 | Provides a place to apply to mining skill to. |
|
|
638 | |
|
|
639 | =item I<other_arch> <archname> |
|
|
640 | |
|
|
641 | The architecture to create on a successful mine. |
|
|
642 | |
|
|
643 | =item I<food> <number> |
|
|
644 | |
|
|
645 | The number of items to produce from this vein. |
|
|
646 | |
|
|
647 | =item I<ac> <percentage> |
|
|
648 | |
|
|
649 | The base chance of getting an item. |
|
|
650 | |
|
|
651 | =item I<race> <identifier> |
|
|
652 | |
|
|
653 | Race of required extraction tools. |
|
|
654 | |
|
|
655 | =back |
|
|
656 | |
631 | =head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT) |
657 | =head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT) |
632 | |
658 | |
633 | This is a spell effect of a moving bolt. It moves straigt forward |
659 | This is a spell effect of a moving bolt. It moves straigt forward |
634 | through the map until something blocks it. |
660 | through the map until something blocks it. |
635 | If FLAG_REFLECTING is set it even reflects on walls. |
661 | If FLAG_REFLECTING is set it even reflects on walls. |
… | |
… | |
747 | The minimum I<speed> of an arrow is 1.0. |
773 | The minimum I<speed> of an arrow is 1.0. |
748 | |
774 | |
749 | While flying the arrows I<speed> is decreased by 0.05 each time it's moved. |
775 | While flying the arrows I<speed> is decreased by 0.05 each time it's moved. |
750 | |
776 | |
751 | If the I<speed> is above 10.0 it goes straight through the creature it hits and |
777 | 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 |
778 | its 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 |
779 | stopped and either stuck 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). |
780 | put on its map square (if it didn't break, see description of the I<food> field). |
755 | |
781 | |
756 | =item I<weight> <number> |
782 | =item I<weight> <number> |
757 | |
783 | |
758 | This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg) |
784 | 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. |
785 | the arrow will stick in the victim it hits. Otherwise it will fall to the ground. |
… | |
… | |
971 | =item I<hp> <number> |
997 | =item I<hp> <number> |
972 | |
998 | |
973 | If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can |
999 | If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can |
974 | be used. |
1000 | be used. |
975 | |
1001 | |
976 | =item I<speed> <number> |
1002 | =item I<speed> <float> |
977 | |
1003 | |
978 | If I<speed> is set the creator will create an object periodically, |
1004 | 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 |
1005 | see I<speed> and I<speed_left> fields in the general object field description |
980 | for more details. |
1006 | for more details. |
981 | |
1007 | |
… | |
… | |
986 | =item I<other_arch> <string> |
1012 | =item I<other_arch> <string> |
987 | |
1013 | |
988 | If the inventory of the creator is empty new objects will be derived from the |
1014 | If the inventory of the creator is empty new objects will be derived from the |
989 | archetype named by <string>. |
1015 | archetype named by <string>. |
990 | |
1016 | |
991 | =item I<connected> <number> |
1017 | =item I<connected> <identifier> |
992 | |
1018 | |
993 | See generic object field description. |
1019 | See generic object field description. |
|
|
1020 | |
|
|
1021 | =back |
|
|
1022 | |
|
|
1023 | =head3 B<SKILL> - type 43 - Skills |
|
|
1024 | |
|
|
1025 | This type is basically for representing skills in the game. |
|
|
1026 | |
|
|
1027 | =over 4 |
|
|
1028 | |
|
|
1029 | =item I<subtype> <skill number> |
|
|
1030 | |
|
|
1031 | =item I<skill> <string> |
|
|
1032 | |
|
|
1033 | The skill identifier used by other items, usually the skill name |
|
|
1034 | |
|
|
1035 | =item I<level> <percentage> |
|
|
1036 | |
|
|
1037 | not used? |
|
|
1038 | |
|
|
1039 | =item I<exp> <number> |
|
|
1040 | |
|
|
1041 | Base amount of experience in a skill, for skills not starting at zero. |
|
|
1042 | |
|
|
1043 | =item I<expmul> <float> |
|
|
1044 | |
|
|
1045 | Experience is multiplied by this factor. |
994 | |
1046 | |
995 | =back |
1047 | =back |
996 | |
1048 | |
997 | =head3 B<DRINK> - type 54 - Drinkable stuff |
1049 | =head3 B<DRINK> - type 54 - Drinkable stuff |
998 | |
1050 | |
… | |
… | |
1045 | =item I<race> <string> |
1097 | =item I<race> <string> |
1046 | |
1098 | |
1047 | If this field is set the inventory checker will search for an object which |
1099 | If this field is set the inventory checker will search for an object which |
1048 | has the archetype name that matches <string>. |
1100 | has the archetype name that matches <string>. |
1049 | |
1101 | |
1050 | =item I<connected> <connection id> |
1102 | =item I<connected> <identifier> |
1051 | |
1103 | |
1052 | This is the connection that will be activated. The connection is |
1104 | This is the connection that will be activated. The connection is |
1053 | 'pushed' when someone enters the space with the inventory checker, |
1105 | 'pushed' when someone enters the space with the inventory checker, |
1054 | and it is 'released' when he leaves it. |
1106 | and it is 'released' when he leaves it. |
1055 | |
1107 | |
1056 | See also the description of the I<connected> field in the generic object field |
1108 | See also the description of the I<connected> field in the generic object |
1057 | section. |
1109 | field section. |
1058 | |
1110 | |
1059 | =back |
1111 | =back |
1060 | |
1112 | |
1061 | =head3 B<MOOD_FLOOR> - type 65 - change mood of monsters |
1113 | =head3 B<MOOD_FLOOR> - type 65 - change mood of monsters |
1062 | |
1114 | |
… | |
… | |
1095 | |
1147 | |
1096 | =item I<other_arch> <string> |
1148 | =item I<other_arch> <string> |
1097 | |
1149 | |
1098 | The archetype name of the objects that should be multiplied. |
1150 | The archetype name of the objects that should be multiplied. |
1099 | |
1151 | |
1100 | =item I<connected> <number> |
1152 | =item I<connected> <identifier> |
1101 | |
1153 | |
1102 | See generic object field description. |
1154 | See generic object field description. |
1103 | |
1155 | |
1104 | =back |
1156 | =back |
1105 | |
1157 | |
… | |
… | |
1123 | when the connection is activated. This field only has effect when the |
1175 | when the connection is activated. This field only has effect when the |
1124 | connection is triggered. So if you put a closed hole on a map, and the |
1176 | connection is triggered. So if you put a closed hole on a map, and the |
1125 | connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the |
1177 | connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the |
1126 | connection was triggered once. |
1178 | connection was triggered once. |
1127 | |
1179 | |
1128 | =item I<connected> <connection id> |
1180 | =item I<connected> <identifier> |
1129 | |
1181 | |
1130 | This is the connection id, which lets the hole opening or closing when |
1182 | This is the connection id, which lets the hole opening or closing when |
1131 | activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
1183 | activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
1132 | at which connection state the object is activated. |
1184 | at which connection state the object is activated. |
1133 | |
1185 | |