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1=head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION 1=head1 DELIANTRA OBJECT AND INTERNALS DOCUMENTATION
2 2
3Here is all information about the object types Crossfire+ 3Here is all information about the object types Deliantra
4supports at the moment. This is not a complete documentation (yet) 4supports at the moment. This is not a complete documentation (yet)
5and browsing the source is still recommended to learn about 5and browsing the source is still recommended to learn about
6the objects that aren't documented here. 6the objects that aren't documented here.
7 7
8This documentation is in a sketchy state. It's mostly 8This documentation is in a sketchy state. It's mostly
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
20 face button_sma.111 41 face button_sma.x11
21 anim 42 anim
22 button_sma.111 43 button_sma.x11
23 button_sma.112 44 button_sma.x12
24 mina 45 mina
25 is_animated 0 46 is_animated 0
26 exp 30 47 exp 30
27 no_pick 1 48 no_pick 1
28 walk_on 1 49 walk_on 1
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). Negative glow radii darken areas - currently, negative
117glow radii are stronger than positive ones.
118
79=item speed <number> 119=item I<speed> <number>
80 120
81If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 121If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
82on the active object list and will be processed each tick (see also speed_left!). 122on the active object list and will be processed each tick (see also speed_left!).
83 123
84If the speed field drops below the MIN_ACTIVE_SPEED the object is removed 124If 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. 125from the active object list and it won't experience any processing per tick.
86 126
87=item speed_left <number> 127=item I<speed_left> <number>
88 128
89If this field is greater than 0 and the object is on the 129If this field is greater than 0 and the object is on the
90active list (mostly means it's speed is also greater than 0): 130active list (mostly means it's speed is also greater than 0):
91 131
92 - speed_left is decreased by 1 132 - speed_left is decreased by 1
93 - and this object is processed and experiences a server tick. 133 - and this object is processed and experiences a server tick.
94 134
95If the object is on the active list and speed_left is lower or 135If 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 136equal to 0 the absolute value of the I<speed> is added to I<speed_left>
97on the end of the tick. 137on the end of the tick.
98 138
99This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) 139This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
100the more seldom the object is processed. And the higher the speed field is 140the more seldom the object is processed. And the higher I<speed> is
101the more often the object is processed. 141the more often the object is processed.
102 142
143=item I<connected> <number>
144
145When this field is set the object will be linked to a connection with the
146id <number>. What happens when the connection is 'activated' depends on the
147type of the object.
148
149FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
150when to activate the object, see description of these below for further details.
151
103=item no_drop (0|1) 152=item I<no_drop> (0|1)
104 153
105Sets the flag FLAG_NO_DROP. 154Sets the flag FLAG_NO_DROP.
106See Flags section below. 155See Flags section below.
107 156
108=item applied (0|1) 157=item I<applied> (0|1)
109 158
110Sets the flag FLAG_APPLIED. 159Sets the flag FLAG_APPLIED.
111See Flags section below. 160See Flags section below.
112 161
113=item is_used_up (0|1) 162=item I<is_used_up> (0|1)
114 163
115Sets the flag FLAG_IS_USED_UP. 164Sets the flag FLAG_IS_USED_UP.
116See Flags section below. 165See Flags section below.
117 166
167=item I<changing> (0|1)
168
169Sets the flag FLAG_CHANGING.
170See Flags section below.
171
118=item auto_apply (0|1) 172=item I<auto_apply> (0|1)
119 173
120Sets the flag FLAG_AUTO_APPLY. 174Sets the flag FLAG_AUTO_APPLY.
121See Flags section below. 175See Flags section below.
122 176
177=item I<no_steal> (0|1)
178
179Sets the flag FLAG_NO_STEAL.
180See Flags section below.
181
182=item I<reflecting> (0|1)
183
184Sets the flag FLAG_REFLECTING.
185See Flags section below.
186
187=item I<reflect_spell> (0|1)
188
189Sets the flag FLAG_REFL_SPELL.
190See Flags section below.
191
192=item I<no_skill_ident> (0|1)
193
194Sets the flag FLAG_NO_SKILL_IDENT.
195See Flags section below.
196
123=item activate_on_push (0|1) (default: 1) 197=item I<activate_on_push> (0|1) (default: 1)
124 198
125Sets the flag FLAG_ACTIVATE_ON_PUSH. 199Sets the flag FLAG_ACTIVATE_ON_PUSH.
126See Flags section below. 200See Flags section below.
127 201
128=item activate_on_release (0|1) (default: 1) 202=item I<activate_on_release> (0|1) (default: 1)
129 203
130Sets the flag FLAG_ACTIVATE_ON_RELEASE. 204Sets the flag FLAG_ACTIVATE_ON_RELEASE.
131See Flags section below. 205See Flags section below.
132 206
207=item I<is_lightable> (0|1)
208
209Sets the flag FLAG_IS_LIGHTABLE.
210See Flags section below.
211
133=item editable (more than deprecated) 212=item I<editable> (more than deprecated)
134 213
135This field had a special meaning for crossedit, which used parts 214This field had a special meaning for crossedit, which used parts
136of the server code for editing. Wherever you see this attribute being 215of the server code for editing. Wherever you see this field being
137set in an archetype ignore it and/or remove it. No code interprets this 216set in an archetype ignore it and/or remove it. No code interprets this
138field anymore. 217field anymore.
139 218
140=back 219=back
141 220
153 232
154This flag mostly states whether this object has been 'applied' by the player. 233This flag mostly states whether this object has been 'applied' by the player.
155For objects that are applied by the code or have this flag set in the archetype 234For objects that are applied by the code or have this flag set in the archetype
156it mostly means 'this object is active'. 235it mostly means 'this object is active'.
157 236
158For example the player adjustments of the hp/sp/grace fields and inheritance 237For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
159of flags from objects in his inventory is toggled by this flag. 238of flags from objects in his inventory is toggled by this flag.
160 239
161=item FLAG_IS_USED_UP 240=item FLAG_IS_USED_UP
162 241
163This flag controls whether an object is 'used up'. If it is set the 'food' field 242This flag controls whether an object is 'used up'. If it is set I<food>
164of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha 243is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
165it is removed.
166 244
167If also the flag FLAG_APPLIED is set, the 'duration' field controls whether 245If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
168this object is removed or not, see the Force type below for the meaning 246this object is removed or not, see the B<FORCE> type below for the meaning
169of the duration field in this context. 247of the duration field in this context.
170 248
171If FLAG_APPLIED is not set the object is destroyed. 249If FLAG_APPLIED is not set the object is destroyed.
172 250
251=item FLAG_CHANGING
252
253If the I<state> field of the object is 0 the object will be processed periodically
254(if I<speed> is set). If the I<state> field is 1 it won't be processed.
255
256This flag indicates that the object is changing into a different object.
257The object has to have the I<other_arch> field set. The object the changing object
258changes into is derived from the archetype in I<other_arch>.
259
260When the object does not have FLAG_ALIVE set the I<food> field will be decremented
261each time the object is processed, and if I<food> reaches 0 one new object will be generated.
262
263When the object has FLAG_ALIVE set the I<food> field is the number of objects that
264will be generated.
265
266After the new object is created the I<hp> field from the old object is copied into
267the new one.
268
173=item FLAG_IS_A_TEMPLATE (internal use) 269=item FLAG_IS_A_TEMPLATE (internal use)
174 270
175This flag is set on the inventory of generators like CREATORs and CONVERTERs, 271This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
176or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 272or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
177 273
178=item FLAG_AUTO_APPLY 274=item FLAG_AUTO_APPLY
179 275
180This flag has currently only meaning for the TREASURE type, see below. 276This flag has currently only meaning for the B<TREASURE> type, see below.
181 277
182=item FLAG_ACTIVATE_ON_PUSH 278=item FLAG_ACTIVATE_ON_PUSH
183 279
184This flag has only meaning for objects that can be linked together 280This flag has only meaning for objects that can be linked together
185with the 'connected' field and controls wether the object should 281by the I<connected> field and controls wether the object should
186be activated when the connection is 'pushed' or it is 'released'. 282be activated when the connection is 'pushed' or it is 'released'.
187 283
284What 'pushed' and 'released' means depends on the object that
285activates the connection.
286
188This flag is by default on. 287This flag is by default on.
189 288
190=item FLAG_ACTIVATE_ON_RELEASE 289=item FLAG_ACTIVATE_ON_RELEASE
191 290
192This flag has only meaning for objects that can be linked together 291This flag has only meaning for objects that can be linked together
193with the 'connected' field and controls wether the object should 292by the I<connected> field and controls wether the object should
194be activated when the connection is 'pushed' or it is 'released'. 293be activated when the connection is 'pushed' or it is 'released'.
195 294
295What 'pushed' and 'released' means depends on the object that
296activates the connection.
297
196This flag is by default on. 298This flag is by default on.
197 299
198=back 300=item FLAG_NO_STEAL
199 301
200=head2 Description of type specific attributes 302When this flag is set this object can't be stolen. The flag will be
303reset once the object is placed on a map.
304
305When this flag is set on a monster it can defend attempts at stealing
306(but in this context the flag is only used internally).
307
308=item FLAG_NO_SKILL_IDENT
309
310This flag is mostly used internal and prevents unidentified objects
311(objects which don't have FLAG_IDENTIFIED set) being identified
312multiple times by skills.
313
314This flag is used to mark objects which were unsuccessfully identified by a
315players skill. So that multiple tries of identifying aren't more effective than
316one.
317
318=item FLAG_REFLECTING
319
320This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
321to indicate whether this object reflects off walls.
322
323=item FLAG_REFL_SPELL
324
325This flag indicates whether something reflects spells, like spell reflecting
326amuletts.
327
328=item FLAG_IS_LIGHTABLE
329
330This flag indicates whether a B<LIGHTER> can light this object. See also the
331description of the B<LIGHTER> type. How easy you can light an item depends
332partially on the material of the object.
333
334=item FLAG_MONSTER
335
336Enables NPC behaviour in general (both monster AI and friendly AI). Numerous fields
337change their meaning, including:
338
339=over 4
340
341=item I<wis>
342
343Governs the "wake-up radius" - the radius within a monster detects an enemy.
344
345Also, I<wis> governs pathfinding intelligence: 8 and up means the monster
346will partake in basic smell finding. 10 and up additionally spreads smell
347knowledge, and 15 and up additionally will try to perturb the path as to
348find shortcuts.
349
350=back
351
352=back
353
354=head2 Description of type specific fields and behaviour
201 355
202The beginning of the headers of the following subsection 356The beginning of the headers of the following subsection
203are the server internal names for the objects types, see include/define.h. 357are the server internal names for the objects types, see include/define.h.
204 358
205=head3 TRANSPORT - type 2 - Player transports 359=head3 B<TRANSPORT> - type 2 - Player transports
206 360
207This type is implemented by the transport extension and has currently no special 361This type is implemented by the transport extension and has currently no special
208attributes that affect it. 362fields that affect it.
209 363
210=head3 ROD - type 3 - Rods that fire spells 364=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
211 365
212Rods contain spells and can be fired by a player. 366Rods contain spells and can be fired by a player.
213 367
214=over 4 368=over 4
215 369
216=item level <number> 370=item I<level> <number>
217 371
218This attribute is used for calculating the spell level that can be fired 372This field is used for calculating the spell level that can be fired
219with this rod, it's also the maximum level of the spell that can be fired. 373with this rod, it's also the maximum level of the spell that can be fired.
220The level of the spell that is being fired depends mostly on 374The level of the spell that is being fired depends mostly on
221the 'use magic item' skill level of the player and 1/10 of the level of the 375the 'use magic item' skill level of the player and 1/10 of the level of the
222rod is added as bonus. 376rod is added as bonus.
223 377
224=item hp <number> 378=item I<hp> <number>
225 379
226The amount of spellpoints this rod has left. 380The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
381maxhp/10> per tick.
227 382
228=item maxhp <number> 383=item I<maxhp> <number>
229 384
230The maximum amount of spellpoints this rod has. 385The maximum amount of spellpoints this rod has.
231 386
232=item skill <skill name> 387=item I<skill> <skill name>
233 388
234This field determines which skill you need to apply this object. 389This field determines which skill you need to apply this object.
235 390
236=back 391=back
237 392
238=head3 TREASURE - type 4 - Treasures 393=head3 B<TREASURE> - type 4 - Treasures
239 394
240This type of objects are for random treasure generation in maps. 395This type of objects are for random treasure generation in maps.
241If this object is applied by a player it will replace itself with it's 396If this object is applied by a player it will replace itself with it's
242inventory. If it is automatically applied 397inventory. If it is automatically applied
243generate a treasure and replace itself with the generated treasure. 398generate a treasure and replace itself with the generated treasure.
245Chests are also of this type, their treasures are generated by 400Chests are also of this type, their treasures are generated by
246the auto apply code on map instantiation. 401the auto apply code on map instantiation.
247 402
248=over 4 403=over 4
249 404
250=item hp <number> 405=item I<hp> <number>
251 406
252The number of treasures to generate. 407The number of treasures to generate.
253 408
254=item exp <level> 409=item I<exp> <level>
255 410
256If FLAG_AUTO_APPLY is not set the exp field has no further meaning 411If FLAG_AUTO_APPLY is not set the exp field has no further meaning
257and the difficulty for the treasurecode only depends on the maps difficulty, 412and the difficulty for the treasurecode only depends on the maps difficulty,
258otherwise the exp field has the following meaning: 413otherwise the exp field has the following meaning:
259 414
262worth a treasure is or what bonuses it is given by the treasure code. 417worth a treasure is or what bonuses it is given by the treasure code.
263 418
264If this field is not set or 0 the difficulty of the map is passed to the treasure 419If this field is not set or 0 the difficulty of the map is passed to the treasure
265generation code. 420generation code.
266 421
267=item randomitems <treasurelist> 422=item I<randomitems> <treasurelist>
268 423
269The treasurelist to use to generate the treasure which is put in the 424The treasurelist to use to generate the treasure which is put in the
270treasure objects inventory. 425treasure objects inventory.
271 426
272=back 427=back
273 428
274=head3 POTION - type 5 - Potions for drinking and other nastynesses 429=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
275 430
276These objects contain a spell and will emit it on apply, which most 431These objects contain a spell and will emit it on apply, which most
277of the time has the meaning of 'drinking'. 432of the time has the meaning of 'drinking'.
278 433
279If no resistancy field, stat field or attacktype is set and no spell 434If no resistancy field, stat field or attacktype is set and no spell
284If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion 439If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
285will yield an explosion and hurt the player. 440will yield an explosion and hurt the player.
286 441
287=over 4 442=over 4
288 443
289=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 444=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
290 445
291These stat fields determine how many stat points the player gets 446These stat fields determine how many stat points the player gets
292when he applies this potion. 447when he applies this potion.
293 448
294If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 449If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
295 450
296=item sp <number> 451=item I<sp> <number>
297 452
298If this field is set and the randomitems field is not set 453If this field is set and the randomitems field is not set
299the field is interpreted as spell number, please look the right 454the field is interpreted as spell number, please look the right
300number up in common/loader.C. 455number up in common/loader.C.
301 456
302If this field is set the randomitems field will be unset by the 457If this field is set the randomitems field will be unset by the
303map loading code. 458map loading code.
304 459
305=item attacktype <attacktype> 460=item I<attacktype> <attacktype>
306 461
307This field has some special meaning in potions, currently the 462This field has some special meaning in potions, currently the
308bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 463bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
309restoration potion or improvement potion. 464restoration potion or improvement potion.
310See include/attackinc.h for the bits of these types. 465See include/attackinc.h for the bits of these types.
315into him. 470into him.
316 471
317If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 472If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
318When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 473When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
319 474
320=item resist_<resistancy> <number> 475=item I<resist_RESISTANCY> <number>
321 476
322If this stat is set and no spell is in the potion the potion 477If this stat is set and no spell is in the potion the potion
323will create a force that give the player this specific resistancy. 478will create a force that give the player this specific resistancy.
324The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 479The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
325and the potion will last 10 times longer than the default force archetype 480and the potion will last 10 times longer than the default force archetype
326FORCE_NAME (at the moment of this writing spell/force.arc). 481FORCE_NAME (at the moment of this writing spell/force.arc).
327 482
328=item randomitems <treasurelist> 483=item I<randomitems> <treasurelist>
329 484
330The inventory/spell of the potion will be created by calling the treasure code 485The inventory/spell of the potion will be created by calling the treasure code
331with the treasurelist specified here. (I guess it's highly undefined what 486with the treasurelist specified here. (I guess it's highly undefined what
332happens if there is not a spell in the potions inventory). 487happens if there is not a spell in the potions inventory).
333 488
334=item on_use_yield <archetype> 489=item I<on_use_yield> <archetype>
335 490
336When this object is applied an instance of <archetype> will be created. 491When this object is applied an instance of <archetype> will be created.
337 492
338=item subtypes <potion subtype> 493=item I<subtypes> <potion subtype>
339 494
340see include/spells.h for possible potion subtypes, there are currently 4: 495see include/spells.h for possible potion subtypes, there are currently 4:
341 496
342=over 4 497=over 4
343 498
346Unused, default behaiour of a potion. 501Unused, default behaiour of a potion.
347 502
348=item POT_DUST 503=item POT_DUST
349 504
350This potion can be thrown to cast the spell that it has in it's inventory, 505This potion can be thrown to cast the spell that it has in it's inventory,
351the behaviour is not defined if there is not a spell in the inventory and the 506the behaviour is not defined if there is not a B<SPELL> in the inventory and the
352server will log an error. 507server will log an error.
353 508
354=item POT_FIGURINE 509=item POT_FIGURINE
355 510
356Unused, default behaiour of a potion. 511Unused, default behaiour of a potion.
361 516
362=back 517=back
363 518
364=back 519=back
365 520
366=head3 FOOD - type 6 - Eatable stuff 521=head3 B<FOOD> - type 6 - Edible stuff
367 522
368This is for objects that are representing general eatables like 523This is for objects that are representing general eatables like
369beef or bread. 524beef or bread.
370 525
371The main difference between FOOD, FLESH and DRINK is that they 526The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
372give different messages. 527give different messages.
373 528
374The specialty of FLESH is that it inherits the resistancies of the 529The specialty of B<FLESH> is that it inherits the resistancies of the
375monsters it was generated in and will let dragons raise their resistancies 530monsters it was generated in and will let dragons raise their resistancies
376with that. 531with that. If the monster has the B<POISON> attacktype the B<FLESH>
532will change into B<POISON>.
377 533
378If a player runs low on food he will grab for FOOD, DRINK and POISON 534If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
379and if he doesn't find any of that he will start eating FLESH. 535and if he doesn't find any of that he will start eating B<FLESH>.
380 536
381=over 4 537=over 4
382 538
383=item title <string> 539=item I<title> <string>
384 540
385If the food has a title or is cursed it is considered 'special', which means that the 541If the food has B<title> set or is cursed it is considered 'special', which
386fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp 542means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
387are interpreted and have further effects on the player. 543I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
544on the player.
388 545
389The higher the food field is the longer the improvement of the player lasts 546The higher the I<food> field is the longer the improvement of the player lasts
390(except for hp and sp). 547(except for I<hp> and I<sp>).
391 548
392=item food <number> 549=item I<food> <number>
393 550
394This is the amount of food points the player gets when he eats this. 551This is the amount of food points the player gets when he eats this.
395 552
396=item on_use_yield <archetype> 553=item I<on_use_yield> <archetype>
397 554
398When this object is applied an instance of <archetype> will be created. 555When this object is applied an instance of <archetype> will be created.
399 556
400=back 557=back
401 558
559=head3 B<POISON> - type 7 - Poisonous stuff
560
561This type is for objects that can poison the player when he drinks/applies it.
562When applied it will hit the attacked with AT_POISON and will create
563a B<POISONING> object in the one who was hit.
564
565=over 4
566
567=item I<level> <number>
568
569This field affects the probability of poisoning. The higher the level difference
570between the one who is hit and the poision the more probable it is the attacked
571one will be poisoned.
572
573=item I<slaying> <race>
574
575This field has the usual meaning of 'slaying', when the
576poisoned's race matches the I<slaying> field the damage done by the poison
577is multiplied by 3.
578
579=item I<hp> <number>
580
581This is the amount of damage the player will receive from applying this. The
582attacktype AT_POISON will be used to hit the player and the damage will
583determine the strenght, duration and depletion of stats of the poisoning. The
584created B<POISONING> object which is being placed in the one who was attacked will
585get the damage from this field (which is maybe adjusted by slaying or the
586resistancies).
587
588=item I<food> <number>
589
5901/4 of <number> will be drained from the players I<food>.
591
592=item I<on_use_yield> <archetype>
593
594When this object is applied an instance of <archetype> will be created.
595
596=back
597
598=head3 B<BOOK> - type 8 - Readable books
599
600This type is basically for representing text books in the game.
601
602Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
603
604=over 4
605
606=item I<msg> <text>
607
608This is the contents of the book. When this field is unset
609at treasure generation a random text will be inserted.
610
611=item I<skill> <skill name>
612
613The skill required to read this book. (The most resonable
614skill would be literacy).
615
616=item I<exp> <number>
617
618The experience points the player get for reading this book.
619
620=item I<subtype> <readable subtype>
621
622This field determines the type of the readable.
623Please see common/readable.C in the readable_message_types table.
624
625=back
626
627=head3 B<CLOCK> - type 9 - Clocks
628
629This type of objects just display the time when being applied.
630
631=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
632
633This is a spell effect of a moving bolt. It moves straigt forward
634through the map until something blocks it.
635If FLAG_REFLECTING is set it even reflects on walls.
636
637FLAG_IS_TURNABLE should be set on these objects.
638
639=over 4
640
641=item I<move_type> <movetype>
642
643This field affects the move type with which the lightning moves through
644the map and which map cells will reflect or block it.
645
646=item I<attacktype> <attacktype>
647
648The attacktype with which it hits the objects on the map.
649
650=item I<dam> <number>
651
652The damage this bolt inflicts when it hits objects on the map.
653
654=item I<Dex> <number>
655
656This is the fork percentage, it is reduced by 10 per fork.
657And the I<dam> field is halved on each fork.
658
659=item I<Con> (internal)
660
661This value is a percentage of which the forking lightning
662is deflected to the left. This value should be mostly used internally.
663
664=item I<duration> <number>
665
666The duration the bolt stays on a map cell. This field is decreased each time
667the object is processed (see the meaning of I<speed> and I<speed_left> fields in
668the generic object field description).
669
670=item I<range> <number>
671
672This is the range of the bolt, each space it advances this field is decreased.
673
674=back
675
676=head3 B<ARROW> - type 13 - Arrows
677
678This is the type for objects that represent projectiles like arrows.
679The movement of B<THROWN_OBJ>s behave similar to this type.
680
681Flying arrows are stopped either when they hit something blocking
682(I<move_block>) or something which is alive.
683If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
684set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
685damage with a small chance which is affected by the I<level> field of the arrow.
686
687If FLAG_REFLECTING is set on the arrow it will bounce off everything
688that is not alive and blocks it's movement.
689
690When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
691fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
692the object, to restore them once the arrow has been stopped.
693
694=over 4
695
696=item I<dam> <number>
697
698The amount of damage that is being done to the victim that gets hit.
699This field is recomputed when the arrow is fired and will consist
700of the sum of a damage bonus (see description of the B<BOW> type),
701the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
702and the arrows I<magic> field.
703
704=item I<wc> <number>
705
706The weapon class of the arrow, which has effect on the probability of hitting.
707
708It is recomputed when the arrow is being fired by this formula:
709
710 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
711 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
712
713When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
714level is not added.
715
716wc_mod is dependend on the fire mode of the bow. For a more detailed
717explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
718
719=item I<magic> <number>
720
721This field is added to the damage of the arrow when it is shot and
722will also improve it's I<speed> by 1/5 of it's value.
723
724=item I<attacktype> <attacktype>
725
726Bitfield which decides the attacktype of the damage, see include/attackinc.h
727On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
728
729=item I<level> <number> (interally used)
730
731The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
732see above in the B<ARROW> description.
733
734The I<level> is set when the arrow is fired to either the skill level or the
735shooters level.
736
737=item I<speed> <number> (internal)
738
739This field shouldn't be set directly in the archetype, the arrow will get it's
740I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
741arrow will be stopped immediatly.
742
743On fireing the I<speed> of the arrow is computed of 1/5 of the
744sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
745of the bows I<dam> field is added to the I<speed> of the arrow.
746
747The minimum I<speed> of an arrow is 1.0.
748
749While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
750
751If the I<speed> is above 10.0 it goes straight through the creature it hits and
752it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
753stopped and either sticked into the victim (see I<weight> field description) or
754put on it's map square (if it didn't break, see description of the I<food> field).
755
756=item I<weight> <number>
757
758This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
759the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
760
761=item I<food> <number>
762
763The breaking percentage. 100 (%) means: breaks on usage for sure.
764
765=item I<inventory> (internal)
766
767If the flying/moving object has something in it's inventory and it stops, it
768will be replaced with it's inventory. Otherwise it will be handled as usual,
769which means: it will be calculated whether the arrow breaks and it will be
770reset for reuse.
771
772=item I<slaying> <string>
773
774When the bow that fires this arrow has it's I<slaying> field set it is copied
775to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
776
777=item I<move_type> <movetype> (internally used)
778
779This field is set when the arrow is shot to MOVE_FLY_LOW.
780
781=item I<move_on> <movetype> (internally used)
782
783This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
784
785=item I<race> <string>
786
787The I<race> field is a unique key that assigns arrows, bows and quivers. When
788shooting an arrow the bows I<race> is used to search for arrows (which have the
789same I<race> as the bow) in the players inventory and will recursively search in
790the containers (which are applied and have the same I<race> as the bow and the arrow).
791
792=back
793
794=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
795
796TODO, but take into account B<ARROW> description above!
797
402=head3 WEAPON - type 15 - Weapons 798=head3 B<WEAPON> - type 15 - Weapons
403 799
404This type is for general hack and slash weapons like swords, maces 800This type is for general hack and slash weapons like swords, maces
405and daggers and and .... 801and daggers and and ....
406 802
407=over 4 803=over 4
408 804
409=item weapontype <type id> 805=item I<weapontype> <type id>
410 806
411decides what attackmessages are generated, see include/define.h 807decides what attackmessages are generated, see include/define.h
412 808
413=item attacktype <bitmask> 809=item I<attacktype> <bitmask>
414 810
415bitfield which decides the attacktype of the damage, see include/attackinc.h 811bitfield which decides the attacktype of the damage, see include/attackinc.h
416 812
417=item dam <number> 813=item I<dam> <number>
418 814
419amount of damage being done with the attacktype 815amount of damage being done with the attacktype
420 816
421=item item_power <level> 817=item I<item_power> <level>
422 818
423the itempower of this weapon. 819the itempower of this weapon.
424 820
425=item name 821=item I<name>
426 822
427the name of the weapon. 823the name of the weapon.
428 824
429=item level (internal) 825=item I<level> (internal)
430 826
431The improvement state of the weapon. 827The improvement state of the weapon.
432If this field is greater than 0 the 'name' field starts with the 828If this field is greater than 0 the I<name> field starts with the
433characters name who improved this weapon. 829characters name who improved this weapon.
434 830
435=item last_eat (internal) 831=item I<last_eat> (internal)
436 832
437seems to be the amount of improvements of a weapon, 833This seems to be the amount of improvements of a weapon,
438the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 834the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
439 835
440 ((who->level / 5) + 5) >= op->last_eat 836 ((who->level / 5) + 5) >= op->last_eat
441 837
442=item last_sp 838=item I<last_sp>
443 839
444the weapon speed (see magic description) 840the weapon speed (see magic description)
445 841
446=item food <number> 842=item I<food> <number>
447 843
448addition to food regeneration of the player 844addition to food regeneration of the player
449 845
450=item hp <number> 846=item I<hp> <number>
451 847
452addition to health regeneration 848addition to health regeneration
453 849
454=item sp <number> 850=item I<sp> <number>
455 851
456addition to mana regeneration 852addition to mana regeneration
457 853
458=item grace <number> 854=item I<grace> <number>
459 855
460addititon to grace regeneration 856addititon to grace regeneration
461 857
462=item gen_sp_armour <number> 858=item I<gen_sp_armour> <number>
463 859
464the players gen_sp_armour field (which is per default 10) is added the <number> amount. 860the players I<gen_sp_armour> field (which is per default 10) is being added the
465gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 861<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
466is multiplied: gen_sp *= 10/<number> 862do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
467meaning: values > 10 of gen_sp_armour limits the amout of regenerated 863I<gen_sp_armour> limits the amout of regenerated spellpoints.
468spellpoints.
469 864
470generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 865Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
471sp regeneration. 866I<sp> regeneration.
472 867
473=item body_<body slot/part> 868=item I<body_BODYSLOT>
474 869
475the part of the body you need to use this weapon, possible values should be 870The part/slot of the body you need to use this weapon, possible values for
476looked up in common/item.C at body_locations. 871C<BODYSLOT> should be looked up in common/item.C at body_locations.
477 872
478=item resist_<resistnacy> <number> 873The value (in the range C<-7..7>) gives the number of those body slots
874used up by the item (if negative) or the number of body slots this object
875has (if positive, e.g. for monsters or players). The special value C<0>
876indicates that this object cannot equip items requiring these body slots.
877
878=item I<resist_RESISTANCY> <number>
479 879
480this is the factor with which the difference of the players resistancy and 100% 880this is the factor with which the difference of the players resistancy and 100%
481is multiplied, something like this: 881is multiplied, something like this:
482 882
483 additional_resistancy = (100 - current_resistanct) * (<number>/100) 883 additional_resistancy = (100 - current_resistancy) * (<number>/100)
484 884
485if <number> is negative it is added to the total vulnerabilities, 885if <number> is negative it is added to the total vulnerabilities,
486and later the total resistance is decided by: 886and later the total resistance is decided by:
487 887
488 'total resistance = total protections - total vulnerabilities' 888 'total resistance = total protections - total vulnerabilities'
489 889
490see also common/living.C:fix_player 890see also common/living.C:fix_player.
491 891
492=item patch_(attuned|repelled|denied) 892=item I<path_(attuned|repelled|denied)>
493 893
494this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 894this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
495for the pathes. 895for the pathes.
496 896
497=item luck <number> 897=item I<luck> <number>
498 898
499this luck is added to the players luck 899this luck is added to the players I<luck>
500 900
501=item move_type 901=item I<move_type>
502 902
503if the weapon has a move_type set the player inherits it's move_type 903if the weapon has a I<move_type> set the player inherits it's I<move_type>
504 904
505=item exp <number> 905=item I<exp> <number>
506 906
507the added_speed and bonus_speed of the player is raised by <number>/3. 907the added_speed and bonus_speed of the player is raised by <number>/3.
508if <number> < 0 then the added_speed is decreased by <number> 908if <number> < 0 then the added_speed is decreased by <number>
509 909
510=item weight 910=item I<weight>
511 911
512the weight of the weapon 912the weight of the weapon
513 913
514=item magic 914=item I<magic>
515 915
516the magic field affects the amounts of the following fields: 916the I<magic> field affects the amounts of the following fields:
517 917
518 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 918 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
519 919
520 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 920 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
521 921
522 - dam: the players dam is adjusted by: player->dam += (dam + magic) 922 - dam: the players dam is adjusted by: player->dam += (dam + magic)
523 923
524 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 924 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
525 (minium is 0) 925 (minium is 0)
526 926
527=item ac <number> 927=item I<ac> <number>
528 928
529the amount of ac points the player's ac is decreased 929the amount of ac points the player's I<ac> is decreased when applying this object.
530 930
531=item wc <number> 931=item I<wc> <number>
532 932
533the amount of wc points the player's wc is decreased 933the amount of wc points the player's I<wc> is decreased when applying this object.
534 934
535=back 935=back
536 936
537=head4 Player inherits following flags from weapons: 937=head4 Player inherits following flags from weapons:
538 938
543 FLAG_XRAYS 943 FLAG_XRAYS
544 FLAG_BLIND 944 FLAG_BLIND
545 FLAG_SEE_IN_DARK 945 FLAG_SEE_IN_DARK
546 FLAG_UNDEAD 946 FLAG_UNDEAD
547 947
948=head3 B<GRIMREAPER> - type 28 - Grimreapers
949
950These type are mostly used for monsters, they give the
951monster the ability to dissapear after 10 hits with AT_DRAIN.
952
953=over 4
954
955=item I<value> <number>
956
957This field stores the hits the monster did yet.
958
959=back
960
961=head3 B<CREATOR> - type 42 - Object creators
962
963Once a creator is activated by a connection it creates a number of objects
964(cloned from it's inventory or a new object derived from the archetype
965named in the other_arch slot).
966
967If FLAG_LIVESAFE is set the number of uses is unlimited.
968
969=over 4
970
971=item I<hp> <number>
972
973If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
974be used.
975
976=item I<speed> <number>
977
978If I<speed> is set the creator will create an object periodically,
979see I<speed> and I<speed_left> fields in the general object field description
980for more details.
981
982=item I<slaying> <string>
983
984If set the generated object's name and title will be set to this.
985
986=item I<other_arch> <string>
987
988If the inventory of the creator is empty new objects will be derived from the
989archetype named by <string>.
990
991=item I<connected> <number>
992
993See generic object field description.
994
995=back
996
548=head3 DRINK - type 54 - Drinkable stuff 997=head3 B<DRINK> - type 54 - Drinkable stuff
549 998
550See FOOD description. 999See B<FOOD> description.
551 1000
552=head3 CHECK_INV - type 64 - Inventory checkers 1001=head3 B<CHECK_INV> - type 64 - Inventory checkers
553 1002
554This object checks whether the player has a specific item in his 1003This object checks whether the player has a specific item in his
555inventory when he moves above the inventory checker. If the player has 1004inventory when he moves above the inventory checker. If the player has
556the item (or not, which can be controlled with a flag) a connection will be triggered. 1005the item (or not, which can be controlled with a flag) a connection will be triggered.
557 1006
558If you set move_block you can deny players and monsters to reach the space where 1007If you set I<move_block> you can deny players and monsters to reach the space where
559the inventory checker is on, see 'move_block' description below. 1008the inventory checker is on, see I<move_block> description below.
560 1009
561The conditions specified by hp, slaying and race are concationated with OR. 1010The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
562So matching one of those conditions is enough. 1011So matching one of those conditions is enough.
563 1012
564=over 4 1013=over 4
565 1014
566=item move_block <move type bitmask> 1015=item I<move_block> <move type bitmask>
567 1016
568If you set this field to block a movetype the move code will block any moves 1017If you set this field to block a movetype the move code will block any moves
569onto the space with the inventory checker, IF the moving object doesn't have 1018onto 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. 1019(or has - if I<last_sp> = 0) the item that the checker is searching for.
571 1020
572=item last_sp (0|1) 1021=item I<last_sp> (0|1)
573 1022
574If last_sp is 1 'having' the item that is being checked for will 1023If I<last_sp> is 1 'having' the item that is being checked for will
575activate the connection or make the space with the checker non-blocking. 1024activate the connection or make the space with the checker non-blocking.
576If last_sp is 0 'not having' the item will activate the connection 1025If I<last_sp> is 0 'not having' the item will activate the connection
577or make the space with the checker non-blocking. 1026or make the space with the checker non-blocking.
578 1027
579=item last_heal (0|1) 1028=item I<last_heal> (0|1)
580 1029
581If last_heal is 1 the matching item will be removed if the inventory checker 1030If I<last_heal> is 1 the matching item will be removed if the inventory checker
582activates a connection and finds the item in the inventory. 1031activates a connection and finds the item in the inventory.
583 1032
584(A inventory checker that blocks a space won't remove anything from inventories) 1033(A inventory checker that blocks a space won't remove anything from inventories)
585 1034
586=item hp <number> 1035=item I<hp> <number>
587 1036
588If this field is not 0 the inventory checker will search for an object 1037If this field is not 0 the inventory checker will search for an object
589with the type id <number>. 1038with the type id <number>.
590 1039
591=item slaying <string> 1040=item I<slaying> <string>
592 1041
593If this field is set the inventory checker will search for an object that 1042If this field is set the inventory checker will search for an object that
594has the same string in the slaying field (for example a key string of a key). 1043has the same string in the I<slaying> field (for example a key string of a key).
595 1044
596=item race <string> 1045=item I<race> <string>
597 1046
598If this field is set the inventory checker will search for an object which 1047If this field is set the inventory checker will search for an object which
599has the archetype name that matches <string>. 1048has the archetype name that matches <string>.
600 1049
601=item connected <connection id> 1050=item I<connected> <connection id>
602 1051
603This is the connection that will be activated. 1052This is the connection that will be activated. The connection is
1053'pushed' when someone enters the space with the inventory checker,
1054and it is 'released' when he leaves it.
604 1055
605=back 1056See also the description of the I<connected> field in the generic object field
1057section.
606 1058
1059=back
1060
1061=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1062
1063speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1064changes.
1065
1066 (based on value that last_sp takes):
1067 0: 'furious' Makes all monsters aggressive
1068 1: 'angry' As above but pets are unaffected
1069 2: 'calm' Makes all monsters unaggressive
1070 3: 'sleep' Puts all monsters to sleep
1071 4: 'charm' Makes monster into a pet of person
1072 who triggers the square. This setting
1073 is not enabled for continous operation
1074 5: 'destroy mons' destroy any monsters on this space
1075 6: 'destroy pets' destroy friendly monsters on this space
1076
607=head3 FLESH - type 72 - Organs and body parts 1077=head3 B<FLESH> - type 72 - Organs and body parts
608 1078
609See FOOD description. 1079See B<FOOD> description.
610 1080
1081=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1082
1083A type for any object that has no special behaviour.
1084
1085=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1086
1087This type of objects multiplies objects that are above it when it is activated.
1088You can even multiply by 0, which will destroy the object.
1089
1090=over 4
1091
1092=item I<level> <number>
1093
1094The multiplicator, if set to 0 or lower it will destroy the objects above it.
1095
1096=item I<other_arch> <string>
1097
1098The archetype name of the objects that should be multiplied.
1099
1100=item I<connected> <number>
1101
1102See generic object field description.
1103
1104=back
1105
611=head3 HOLE - type 94 - Holes 1106=head3 B<HOLE> - type 94 - Holes
612 1107
613Holes are holes in the ground where objects can fall through. When the hole 1108B<HOLE>s are holes in the ground where objects can fall through. When the hole
614opens and/or is completly open all objects above it fall through (more 1109opens and/or is completly open all objects above it fall through (more
615precisely: if their head is above the hole). 1110precisely: if their head is above the hole).
616 1111
1112When the B<HOLE> is activated it's speed is set to 0.5.
1113
617Trapdoors can only transfer the one who falls through to other coordinates 1114These holes can only transfer the one who falls through to other coordinates
618on the B<same> map. 1115on the same map.
619 1116
620=over 4 1117=over 4
621 1118
622=item maxsp (0|1) 1119=item I<maxsp> (0|1)
623 1120
624This field negates the state of the connection: When maxsp is 1 the pit will 1121This field negates the state of the connection: When maxsp is 1 the pit will
625open/close when the connection is deactivated. Otherwise it will open/close 1122open/close when the connection is deactivated. Otherwise it will open/close
626when the connection is activated. This field only has effect when the 1123when the connection is activated. This field only has effect when the
627connection is triggered. So if you put a closed hole on a map, and the 1124connection is triggered. So if you put a closed hole on a map, and the
628connection is deactivated, and maxsp is 1 the hole will remain closed until the 1125connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
629connection was triggered once. 1126connection was triggered once.
630 1127
631=item connected <connection id> 1128=item I<connected> <connection id>
632 1129
633This is the connection id, which lets the hole opening or closing when 1130This is the connection id, which lets the hole opening or closing when
634activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1131activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
635at which connection state the object is activated. 1132at which connection state the object is activated.
636 1133
637For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1134For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
638the connection is released. 1135the connection is released.
639 1136
640=item wc <number> (internal) 1137=item I<wc> <number> (internal)
641 1138
642This is an internal flag. If it is greater than 0 it means that the hole is not 1139This is an internal field. If it is greater than 0 it means that the hole is not
643yet fully open. More preciesly: this field is the animation-step and if it is 1140yet fully open. More preciesly: this field is the animation-step and if it is
644set to the 'closed' step of the animation the hole is closed and if it is on 1141set to the 'closed' step of the animation the hole is closed and if it is on
645the 'open' animation step (wc = 0), the hole is open. 1142the 'open' animation step (I<wc> = 0), the hole is open.
646 1143
647=item sp <number> 1144=item I<sp> <number>
648 1145
649The destination y coordinates on the same map. 1146The destination y coordinates on the same map.
650 1147
651=item hp <number> 1148=item I<hp> <number>
652 1149
653The destination x coordinates on the same map. 1150The destination x coordinates on the same map.
654 1151
655=back 1152=back
656 1153
1154=head3 B<POISONING> - type 105 - The poisoning of players and monsters
1155
1156This type is doing the actual damage to the ones who were attacked
1157via AT_POISON (or drank B<POISON>).
1158
1159The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1160there for details).
1161
1162=over 4
1163
1164=item I<dam> <number>
1165
1166Each time the poisoning is proccessed (which is determined by the I<speed> and
1167I<speed_left> fields, see the general object fields description above) it hits
1168the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1169simply hit the player with no strings attached).
1170
1171=item I<food> <number>
1172
1173Just a note: The posioning is removed if I<food> == 1 and not if
1174the whole I<duration> is up, because the B<POISONING> code has to remove
1175the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1176deletes the B<POISONING> object.
1177
1178=back
1179
657=head3 FORCE - type 114 - Forces 1180=head3 B<FORCE> - type 114 - Forces
658 1181
659Forces are a very 'thin' type. They don't have much behaviour other than 1182Forces are a very 'thin' type. They don't have much behaviour other than
660disappearing after a time and/or affecting the player if they are in his 1183disappearing after a time and/or affecting the player if they are in his
661inventory. 1184inventory.
662 1185
663Forces only take effect on the player if they have set FLAG_APPLIED. 1186Forces only take effect on the player if they have FLAG_APPLIED set.
664 1187
665Whether the duration field is processed or not a tick is controlled via the 1188Whether the I<duration> field is processed or not per tick is controlled by the
666speed and speed_left field. Look above at the generic description of these 1189I<speed> and I<speed_left> fields. Look above in the generic object field description.
667fields.
668 1190
669NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field 1191NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
670like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches 1192interpreter like described in the description of the FLAG_IS_USED_UP flag.
6710 before duration and FLAG_APPLIED is set, the force will last for 'duration'. 1193BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
672If the FLAG_APPLIED is not set the force is removed when food reaches 0. 1194will still last for I<duration>. If the FLAG_APPLIED is not set the force is
673Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. 1195removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1196have good semantics on forces, try to avoid it.
674 1197
675=over 4 1198=over 4
676 1199
677=item duration 1200=item I<duration>
678 1201
679While this field is greater than 0 the force/object is not destroyed. It is 1202While this field is greater than 0 the force/object is not destroyed. It is
680decreased each tick by 1. 1203decreased each tick by 1.
681 1204
682If it reaches 0 the force/object is destroyed. 1205If it reaches 0 the force/object is destroyed.
685FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1208FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
686what happens then. 1209what happens then.
687 1210
688=back 1211=back
689 1212
690=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1213=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
691 1214
692This object is generated by the POTION code when the potion is a resistance 1215This object is generated by the B<POTION> code when the potion is a resistance
693giving potion. It has mainly the same behaviour as a FORCE. 1216giving potion. It has mainly the same behaviour as a B<FORCE>.
694 1217
695The specialty of the potion effect is that the resistancy it gives is absolute, 1218The specialty of the potion effect is that the resistancy it gives is absolute,
696so if you drin a resistancy potion of fire+60 you will get 60% resistancy to 1219so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
697fire. 1220fire.
698 1221
699Multiple potion effects only give you the maximum of their resistancy. 1222Multiple potion effects only give you the maximum of their resistancy.

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