1 | =head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION |
1 | =head1 DELIANTRA OBJECT AND INTERNALS DOCUMENTATION |
2 | |
2 | |
3 | Here is all information about the object types Crossfire+ |
3 | Here is all information about the object types Deliantra |
4 | supports at the moment. This is not a complete documentation (yet) |
4 | supports at the moment. This is not a complete documentation (yet) |
5 | and browsing the source is still recommended to learn about |
5 | and browsing the source is still recommended to learn about |
6 | the objects that aren't documented here. |
6 | the objects that aren't documented here. |
7 | |
7 | |
8 | This documentation is in a sketchy state. It's mostly |
8 | This documentation is in a sketchy state. It's mostly |
9 | used to collect notes about the internal behaviour of the |
9 | used to collect notes about the internal behaviour of the |
10 | objects. |
10 | objects. |
11 | |
11 | |
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12 | =head2 About the notation and terms |
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13 | |
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14 | The term 'archetype' stands for a collection of fields. |
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15 | The term 'object' stands for an archetype instance. |
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16 | The term 'field' is used for an object fields and archetype fields. |
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17 | |
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18 | Field names will be displayed like this: I<fieldname> |
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19 | |
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20 | Type names will be displayed like this: B<TYPENAME> |
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21 | |
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22 | Flag names will be displayer like this: FLAG_NAME |
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23 | |
12 | =head2 About archetypes and objects |
24 | =head2 About archetypes and objects |
13 | |
25 | |
14 | Field denotes an attribute of an archetype. |
26 | Archetypes are 'templates' of objects. If an object is derived |
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27 | from an archetype the object fields will be set to the corresponding |
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28 | fields in the archetype. |
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29 | |
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30 | When a map is instanciated (loaded), the 'object' description on the |
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31 | map are considered patches of the archetype. |
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32 | |
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33 | This document does explain the behaviour of the objects and the meaning of |
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34 | their fields in the server engine, which are derived from archetypes. |
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35 | |
15 | This is an example of an archetype: |
36 | This 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 | |
35 | This archetype has the name 'button_trigger' and the objects that |
56 | The first B<field> is I<name>: 'button_trigger', which basically means that |
36 | inherit from this archetype have the name 'button'. |
57 | instances (objects) that are created/derived from this archetype have the |
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58 | name 'button' (which means that the field I<name> of the object will be set |
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59 | to the same value as the archetypes field I<name>). |
37 | |
60 | |
38 | The next field 'type' decides the main behaviour of this archetype. |
61 | The next field I<type> decides the behaviour of objects derived from this archetype. |
39 | For a comprehensive list of types see include/define.h. For this case |
62 | For a comprehensive list of types see include/define.h. For this case |
40 | you might find a line like: |
63 | you might find a line like: |
41 | |
64 | |
42 | #define TRIGGER_BUTTON 30 |
65 | #define TRIGGER_BUTTON 30 |
43 | |
66 | |
44 | The server internally works with objects that 'inherit' attributes from |
67 | The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED. |
45 | an archetype. They have a similar set of attributes. |
68 | For more information on this look in the Flags subsection in the next section |
46 | |
69 | |
47 | The following documentation will also document the meaning of code internal |
70 | The following documentation will also document the meaning of internal used |
48 | attributes of objects. These attributes are marked as '(internal)' and can't |
71 | fields of objects. These fields are marked as (internal) and can't |
49 | or shouldn't be set by an archetype. If the internal names differs the |
72 | or shouldn't be set by an archetype. |
50 | external name (for the archetypes) for the attribute is written behind it. |
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51 | |
73 | |
52 | =head2 Description of generic archetype and object attributes |
74 | =head2 Description of (mostly) generic object fields |
53 | |
75 | |
54 | These are the fields that most of the objects have and/or their |
76 | These are the fields that most of the objects have and/or their |
55 | default behaviour. |
77 | default behaviour. |
56 | |
78 | |
57 | =over 4 |
79 | =over 4 |
58 | |
80 | |
59 | =item name <string> |
81 | =item I<name> <string> |
60 | |
82 | |
61 | The name of the object. |
83 | The name of the object. |
62 | |
84 | |
63 | =item name_pl <string> |
85 | =item I<name_pl> <string> |
64 | |
86 | |
65 | The name of a collection of these objects (the plural of the name). |
87 | The 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 | |
69 | The graphical appearance of this object. |
91 | The graphical appearance of this object. |
70 | |
92 | |
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93 | =item I<x> <number> |
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94 | |
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95 | The x position of the object when it is on a map. |
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96 | |
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97 | =item I<y> <number> |
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98 | |
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99 | The y position of the object when it is on a map. |
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100 | |
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101 | =item I<map> (internal) |
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102 | |
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103 | The map the object is on. |
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104 | |
71 | =item invisible <number> |
105 | =item I<invisible> <number> |
72 | |
106 | |
73 | If the <number> is greater than 0 the object is invisible. |
107 | If the <number> is greater than 0 the object is invisible. |
74 | For players this field reflects the duration of the invisibility |
108 | For players this field reflects the duration of the invisibility |
75 | and is decreased every tick by 1. |
109 | and is decreased every tick by 1. |
76 | |
110 | |
77 | For non-player objects this field is not changed by server ticks. |
111 | For non-player objects this field is not changed by server ticks. |
78 | |
112 | |
79 | =item speed <number> |
113 | =item I<glow_radius> <number> |
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114 | |
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115 | This field indicates how far an object glows. Default is a radius of 0 (no |
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116 | glowing at all). Negative glow radii darken areas - currently, negative |
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117 | glow radii are stronger than positive ones. |
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118 | |
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119 | =item I<speed> <float> |
80 | |
120 | |
81 | 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 |
82 | 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!). |
83 | |
123 | |
84 | If the speed field drops below the MIN_ACTIVE_SPEED the object is removed |
124 | If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed |
85 | 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. |
86 | |
126 | |
87 | =item speed_left <number> |
127 | Negative speed settings in archetypes and files cause a speed_left |
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128 | randomisation on load or instantiatian, but for calculations, the absolute |
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129 | value is used always. |
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130 | |
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131 | =item I<speed_left> <float> |
88 | |
132 | |
89 | 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 |
90 | 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): |
91 | |
135 | |
92 | - speed_left is decreased by 1 |
136 | - speed_left is decreased by 1 |
93 | - and this object is processed and experiences a server tick. |
137 | - and this object is processed and experiences a server tick. |
94 | |
138 | |
95 | If the object is on the active list and speed_left is lower or |
139 | If the object is on the active list and I<speed_left> is lower or |
96 | equal to 0 the absolute value of the speed field is added to speed_left |
140 | equal to 0 the absolute value of the I<speed> is added to I<speed_left> |
97 | on the end of the tick. |
141 | on the end of the tick. |
98 | |
142 | |
99 | This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) |
143 | This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED) |
100 | the more seldom the object is processed. And the higher the speed field is |
144 | the more seldom the object is processed. And the higher I<speed> is |
101 | the more often the object is processed. |
145 | the more often the object is processed. |
102 | |
146 | |
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147 | =item I<connected> <number> |
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148 | |
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149 | When this field is set the object will be linked to a connection with the |
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150 | id <number>. What happens when the connection is 'activated' depends on the |
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151 | type of the object. |
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152 | |
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153 | FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control |
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154 | when to activate the object, see description of these below for further details. |
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155 | |
103 | =item no_drop (0|1) |
156 | =item I<no_drop> (0|1) |
104 | |
157 | |
105 | Sets the flag FLAG_NO_DROP. |
158 | Sets the flag FLAG_NO_DROP. |
106 | See Flags section below. |
159 | See Flags section below. |
107 | |
160 | |
108 | =item applied (0|1) |
161 | =item I<applied> (0|1) |
109 | |
162 | |
110 | Sets the flag FLAG_APPLIED. |
163 | Sets the flag FLAG_APPLIED. |
111 | See Flags section below. |
164 | See Flags section below. |
112 | |
165 | |
113 | =item is_used_up (0|1) |
166 | =item I<is_used_up> (0|1) |
114 | |
167 | |
115 | Sets the flag FLAG_IS_USED_UP. |
168 | Sets the flag FLAG_IS_USED_UP. |
116 | See Flags section below. |
169 | See Flags section below. |
117 | |
170 | |
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171 | =item I<changing> (0|1) |
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172 | |
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173 | Sets the flag FLAG_CHANGING. |
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174 | See Flags section below. |
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175 | |
118 | =item auto_apply (0|1) |
176 | =item I<auto_apply> (0|1) |
119 | |
177 | |
120 | Sets the flag FLAG_AUTO_APPLY. |
178 | Sets the flag FLAG_AUTO_APPLY. |
121 | See Flags section below. |
179 | See Flags section below. |
122 | |
180 | |
123 | =item no_steal (0|1) |
181 | =item I<no_steal> (0|1) |
124 | |
182 | |
125 | Sets the flag FLAG_NO_STEAL. |
183 | Sets the flag FLAG_NO_STEAL. |
126 | See Flags section below. |
184 | See Flags section below. |
127 | |
185 | |
128 | =item reflecting (0|1) |
186 | =item I<reflecting> (0|1) |
129 | |
187 | |
130 | Sets the flag FLAG_REFLECTING. |
188 | Sets the flag FLAG_REFLECTING. |
131 | See Flags section below. |
189 | See Flags section below. |
132 | |
190 | |
133 | =item reflect_spell (0|1) |
191 | =item I<reflect_spell> (0|1) |
134 | |
192 | |
135 | Sets the flag FLAG_REFL_SPELL. |
193 | Sets the flag FLAG_REFL_SPELL. |
136 | See Flags section below. |
194 | See Flags section below. |
137 | |
195 | |
138 | =item no_skill_ident (0|1) |
196 | =item I<no_skill_ident> (0|1) |
139 | |
197 | |
140 | Sets the flag FLAG_NO_SKILL_IDENT. |
198 | Sets the flag FLAG_NO_SKILL_IDENT. |
141 | See Flags section below. |
199 | See Flags section below. |
142 | |
200 | |
143 | =item activate_on_push (0|1) (default: 1) |
201 | =item I<activate_on_push> (0|1) (default: 1) |
144 | |
202 | |
145 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
203 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
146 | See Flags section below. |
204 | See Flags section below. |
147 | |
205 | |
148 | =item activate_on_release (0|1) (default: 1) |
206 | =item I<activate_on_release> (0|1) (default: 1) |
149 | |
207 | |
150 | Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
208 | Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
151 | See Flags section below. |
209 | See Flags section below. |
152 | |
210 | |
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211 | =item I<is_lightable> (0|1) |
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212 | |
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213 | Sets the flag FLAG_IS_LIGHTABLE. |
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214 | See Flags section below. |
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215 | |
153 | =item editable (more than deprecated) |
216 | =item I<editable> (more than deprecated) |
154 | |
217 | |
155 | This field had a special meaning for crossedit, which used parts |
218 | This field had a special meaning for crossedit, which used parts |
156 | of the server code for editing. Wherever you see this attribute being |
219 | of the server code for editing. Wherever you see this field being |
157 | set in an archetype ignore it and/or remove it. No code interprets this |
220 | set in an archetype ignore it and/or remove it. No code interprets this |
158 | field anymore. |
221 | field anymore. |
159 | |
222 | |
160 | =back |
223 | =back |
161 | |
224 | |
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173 | |
236 | |
174 | This flag mostly states whether this object has been 'applied' by the player. |
237 | This flag mostly states whether this object has been 'applied' by the player. |
175 | For objects that are applied by the code or have this flag set in the archetype |
238 | For objects that are applied by the code or have this flag set in the archetype |
176 | it mostly means 'this object is active'. |
239 | it mostly means 'this object is active'. |
177 | |
240 | |
178 | For example the player adjustments of the hp/sp/grace fields and inheritance |
241 | For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance |
179 | of flags from objects in his inventory is toggled by this flag. |
242 | of flags from objects in his inventory is toggled by this flag. |
180 | |
243 | |
181 | =item FLAG_IS_USED_UP |
244 | =item FLAG_IS_USED_UP |
182 | |
245 | |
183 | This flag controls whether an object is 'used up'. If it is set the 'food' field |
246 | This flag controls whether an object is 'used up'. If it is set I<food> |
184 | of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha |
247 | is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0. |
185 | it is removed. |
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186 | |
248 | |
187 | If also the flag FLAG_APPLIED is set, the 'duration' field controls whether |
249 | If also the flag FLAG_APPLIED is set, the I<duration> field controls whether |
188 | this object is removed or not, see the Force type below for the meaning |
250 | this object is removed or not, see the B<FORCE> type below for the meaning |
189 | of the duration field in this context. |
251 | of the duration field in this context. |
190 | |
252 | |
191 | If FLAG_APPLIED is not set the object is destroyed. |
253 | If FLAG_APPLIED is not set the object is destroyed. |
192 | |
254 | |
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255 | =item FLAG_CHANGING |
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256 | |
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257 | If the I<state> field of the object is 0 the object will be processed periodically |
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258 | (if I<speed> is set). If the I<state> field is 1 it won't be processed. |
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259 | |
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260 | This flag indicates that the object is changing into a different object. |
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261 | The object has to have the I<other_arch> field set. The object the changing object |
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262 | changes into is derived from the archetype in I<other_arch>. |
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263 | |
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264 | When the object does not have FLAG_ALIVE set the I<food> field will be decremented |
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265 | each time the object is processed, and if I<food> reaches 0 one new object will be generated. |
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266 | |
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267 | When the object has FLAG_ALIVE set the I<food> field is the number of objects that |
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268 | will be generated. |
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269 | |
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270 | After the new object is created the I<hp> field from the old object is copied into |
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271 | the new one. |
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272 | |
193 | =item FLAG_IS_A_TEMPLATE (internal use) |
273 | =item FLAG_IS_A_TEMPLATE (internal use) |
194 | |
274 | |
195 | This flag is set on the inventory of generators like CREATORs and CONVERTERs, |
275 | This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s, |
196 | or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
276 | or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
197 | |
277 | |
198 | =item FLAG_AUTO_APPLY |
278 | =item FLAG_AUTO_APPLY |
199 | |
279 | |
200 | This flag has currently only meaning for the TREASURE type, see below. |
280 | This flag has currently only meaning for the B<TREASURE> type, see below. |
201 | |
281 | |
202 | =item FLAG_ACTIVATE_ON_PUSH |
282 | =item FLAG_ACTIVATE_ON_PUSH |
203 | |
283 | |
204 | This flag has only meaning for objects that can be linked together |
284 | This flag has only meaning for objects that can be linked together |
205 | with the 'connected' field and controls wether the object should |
285 | by the I<connected> field and controls wether the object should |
206 | be activated when the connection is 'pushed' or it is 'released'. |
286 | be activated when the connection is 'pushed' or it is 'released'. |
207 | |
287 | |
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288 | What 'pushed' and 'released' means depends on the object that |
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289 | activates the connection. |
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290 | |
208 | This flag is by default on. |
291 | This flag is by default on. |
209 | |
292 | |
210 | =item FLAG_ACTIVATE_ON_RELEASE |
293 | =item FLAG_ACTIVATE_ON_RELEASE |
211 | |
294 | |
212 | This flag has only meaning for objects that can be linked together |
295 | This flag has only meaning for objects that can be linked together |
213 | with the 'connected' field and controls wether the object should |
296 | by the I<connected> field and controls wether the object should |
214 | be activated when the connection is 'pushed' or it is 'released'. |
297 | be activated when the connection is 'pushed' or it is 'released'. |
215 | |
298 | |
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299 | What 'pushed' and 'released' means depends on the object that |
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300 | activates the connection. |
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301 | |
216 | This flag is by default on. |
302 | This flag is by default on. |
217 | |
303 | |
218 | =item FLAG_NO_STEAL |
304 | =item FLAG_NO_STEAL |
219 | |
305 | |
220 | When this flag is set this object can't be stolen. The flag will be |
306 | When this flag is set this object can't be stolen. The flag will be |
221 | resetted once the object is placed on a map. |
307 | reset once the object is placed on a map. |
222 | |
308 | |
223 | When this flag is set on a monster it can defent attempts of stealing |
309 | When this flag is set on a monster it can defend attempts at stealing |
224 | (but in this context the flag is only used internally). |
310 | (but in this context the flag is only used internally). |
225 | |
311 | |
226 | =item FLAG_NO_SKILL_IDENT |
312 | =item FLAG_NO_SKILL_IDENT |
227 | |
313 | |
228 | This flag is mostly used internal and prevents unidentified objects |
314 | This flag is mostly used internal and prevents unidentified objects |
229 | (objects which don't have FLAG_IDENTIFIED set) being identified by |
315 | (objects which don't have FLAG_IDENTIFIED set) being identified |
230 | skills. |
316 | multiple times by skills. |
231 | |
317 | |
232 | This flag is used to mark objects to never being identified by a skill |
318 | This flag is used to mark objects which were unsuccessfully identified by a |
233 | once a player failed to identify an object. So that multiple tries |
319 | players skill. So that multiple tries of identifying aren't more effective than |
234 | of identifying aren't more effective than one. |
320 | one. |
235 | |
321 | |
236 | =item FLAG_REFLECTING |
322 | =item FLAG_REFLECTING |
237 | |
323 | |
238 | This flag is used by spell effects, LIGHTNING, THROWN_OBJ and ARROW |
324 | This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW> |
239 | to indicate whether this object reflects off walls. |
325 | to indicate whether this object reflects off walls. |
240 | |
326 | |
241 | =item FLAG_REFL_SPELL |
327 | =item FLAG_REFL_SPELL |
242 | |
328 | |
243 | This flag indicates whether something reflects spells, like spell reflecting |
329 | This flag indicates whether something reflects spells, like spell reflecting |
244 | amuletts. |
330 | amuletts. |
245 | |
331 | |
246 | =back |
332 | =item FLAG_IS_LIGHTABLE |
247 | |
333 | |
248 | =head2 Description of type specific attributes |
334 | This flag indicates whether a B<LIGHTER> can light this object. See also the |
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335 | description of the B<LIGHTER> type. How easy you can light an item depends |
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336 | partially on the material of the object. |
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337 | |
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338 | =item FLAG_MONSTER |
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339 | |
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340 | Enables NPC behaviour in general (both monster AI and friendly AI). Numerous fields |
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341 | change their meaning, including: |
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342 | |
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343 | =over 4 |
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344 | |
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345 | =item I<wis> |
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346 | |
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347 | Governs the "wake-up radius" - the radius within a monster detects an enemy. |
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348 | |
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349 | Also, I<wis> governs pathfinding intelligence: 8 and up means the monster |
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350 | will partake in basic smell finding. 10 and up additionally spreads smell |
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351 | knowledge, and 15 and up additionally will try to perturb the path as to |
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352 | find shortcuts. |
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353 | |
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354 | =back |
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355 | |
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356 | =back |
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357 | |
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358 | =head2 Description of type specific fields and behaviour |
249 | |
359 | |
250 | The beginning of the headers of the following subsection |
360 | The beginning of the headers of the following subsection |
251 | are the server internal names for the objects types, see include/define.h. |
361 | are the server internal names for the objects types, see include/define.h. |
252 | |
362 | |
253 | =head3 TRANSPORT - type 2 - Player transports |
363 | =head3 B<TRANSPORT> - type 2 - Player transports |
254 | |
364 | |
255 | This type is implemented by the transport extension and has currently no special |
365 | This type is implemented by the transport extension and has currently no special |
256 | attributes that affect it. |
366 | fields that affect it. |
257 | |
367 | |
258 | =head3 ROD - type 3 - Rods that fire spells |
368 | =head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells |
259 | |
369 | |
260 | Rods contain spells and can be fired by a player. |
370 | Rods contain spells and can be fired by a player. |
261 | |
371 | |
262 | =over 4 |
372 | =over 4 |
263 | |
373 | |
264 | =item level <number> |
374 | =item I<level> <number> |
265 | |
375 | |
266 | This attribute is used for calculating the spell level that can be fired |
376 | This field is used for calculating the spell level that can be fired |
267 | with this rod, it's also the maximum level of the spell that can be fired. |
377 | with this rod, it's also the maximum level of the spell that can be fired. |
268 | The level of the spell that is being fired depends mostly on |
378 | The level of the spell that is being fired depends mostly on |
269 | the 'use magic item' skill level of the player and 1/10 of the level of the |
379 | the 'use magic item' skill level of the player and 1/10 of the level of the |
270 | rod is added as bonus. |
380 | rod is added as bonus. |
271 | |
381 | |
272 | =item hp <number> |
382 | =item I<hp> <number> |
273 | |
383 | |
274 | The amount of spellpoints this rod has left. |
384 | The amount of spellpoints this rod has left. Recharges at a rate of C<1 + |
|
|
385 | maxhp/10> per tick. |
275 | |
386 | |
276 | =item maxhp <number> |
387 | =item I<maxhp> <number> |
277 | |
388 | |
278 | The maximum amount of spellpoints this rod has. |
389 | The maximum amount of spellpoints this rod has. |
279 | |
390 | |
280 | =item skill <skill name> |
391 | =item I<skill> <skill name> |
281 | |
392 | |
282 | This field determines which skill you need to apply this object. |
393 | This field determines which skill you need to apply this object. |
283 | |
394 | |
284 | =back |
395 | =back |
285 | |
396 | |
286 | =head3 TREASURE - type 4 - Treasures |
397 | =head3 B<TREASURE> - type 4 - Treasures |
287 | |
398 | |
288 | This type of objects are for random treasure generation in maps. |
399 | This type of objects are for random treasure generation in maps. |
289 | If this object is applied by a player it will replace itself with it's |
400 | If this object is applied by a player it will replace itself with it's |
290 | inventory. If it is automatically applied |
401 | inventory. If it is automatically applied |
291 | generate a treasure and replace itself with the generated treasure. |
402 | generate a treasure and replace itself with the generated treasure. |
… | |
… | |
293 | Chests are also of this type, their treasures are generated by |
404 | Chests are also of this type, their treasures are generated by |
294 | the auto apply code on map instantiation. |
405 | the auto apply code on map instantiation. |
295 | |
406 | |
296 | =over 4 |
407 | =over 4 |
297 | |
408 | |
298 | =item hp <number> |
409 | =item I<hp> <number> |
299 | |
410 | |
300 | The number of treasures to generate. |
411 | The number of treasures to generate. |
301 | |
412 | |
302 | =item exp <level> |
413 | =item I<exp> <level> |
303 | |
414 | |
304 | If FLAG_AUTO_APPLY is not set the exp field has no further meaning |
415 | If FLAG_AUTO_APPLY is not set the exp field has no further meaning |
305 | and the difficulty for the treasurecode only depends on the maps difficulty, |
416 | and the difficulty for the treasurecode only depends on the maps difficulty, |
306 | otherwise the exp field has the following meaning: |
417 | otherwise the exp field has the following meaning: |
307 | |
418 | |
… | |
… | |
310 | worth a treasure is or what bonuses it is given by the treasure code. |
421 | worth a treasure is or what bonuses it is given by the treasure code. |
311 | |
422 | |
312 | If this field is not set or 0 the difficulty of the map is passed to the treasure |
423 | If this field is not set or 0 the difficulty of the map is passed to the treasure |
313 | generation code. |
424 | generation code. |
314 | |
425 | |
315 | =item randomitems <treasurelist> |
426 | =item I<randomitems> <treasurelist> |
316 | |
427 | |
317 | The treasurelist to use to generate the treasure which is put in the |
428 | The treasurelist to use to generate the treasure which is put in the |
318 | treasure objects inventory. |
429 | treasure objects inventory. |
319 | |
430 | |
320 | =back |
431 | =back |
321 | |
432 | |
322 | =head3 POTION - type 5 - Potions for drinking and other nastynesses |
433 | =head3 B<POTION> - type 5 - Potions for drinking and other nastynesses |
323 | |
434 | |
324 | These objects contain a spell and will emit it on apply, which most |
435 | These objects contain a spell and will emit it on apply, which most |
325 | of the time has the meaning of 'drinking'. |
436 | of the time has the meaning of 'drinking'. |
326 | |
437 | |
327 | If no resistancy field, stat field or attacktype is set and no spell |
438 | If no resistancy field, stat field or attacktype is set and no spell |
… | |
… | |
332 | If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion |
443 | If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion |
333 | will yield an explosion and hurt the player. |
444 | will yield an explosion and hurt the player. |
334 | |
445 | |
335 | =over 4 |
446 | =over 4 |
336 | |
447 | |
337 | =item Str, Dex, Con, Int, Wis, Cha, Pow <number> |
448 | =item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number> |
338 | |
449 | |
339 | These stat fields determine how many stat points the player gets |
450 | These stat fields determine how many stat points the player gets |
340 | when he applies this potion. |
451 | when he applies this potion. |
341 | |
452 | |
342 | If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. |
453 | If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. |
343 | |
454 | |
344 | =item sp <number> |
455 | =item I<sp> <number> |
345 | |
456 | |
346 | If this field is set and the randomitems field is not set |
457 | If this field is set and the randomitems field is not set |
347 | the field is interpreted as spell number, please look the right |
458 | the field is interpreted as spell number, please look the right |
348 | number up in common/loader.C. |
459 | number up in common/loader.C. |
349 | |
460 | |
350 | If this field is set the randomitems field will be unset by the |
461 | If this field is set the randomitems field will be unset by the |
351 | map loading code. |
462 | map loading code. |
352 | |
463 | |
353 | =item attacktype <attacktype> |
464 | =item I<attacktype> <attacktype> |
354 | |
465 | |
355 | This field has some special meaning in potions, currently the |
466 | This field has some special meaning in potions, currently the |
356 | 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 |
357 | restoration potion or improvement potion. |
468 | restoration potion or improvement potion. |
358 | See include/attackinc.h for the bits of these types. |
469 | See include/attackinc.h for the bits of these types. |
359 | |
470 | |
360 | 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" |
361 | 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 |
362 | 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" |
363 | into him. |
474 | into him. |
364 | |
475 | |
365 | 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. |
366 | 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. |
367 | |
478 | |
368 | =item resist_<resistancy> <number> |
479 | =item I<resist_RESISTANCY> <number> |
369 | |
480 | |
370 | If this stat is set and no spell is in the potion the potion |
481 | If this stat is set and no spell is in the potion the potion |
371 | will create a force that give the player this specific resistancy. |
482 | will create a force that give the player this specific resistancy. |
372 | The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) |
483 | The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) |
373 | and the potion will last 10 times longer than the default force archetype |
484 | and the potion will last 10 times longer than the default force archetype |
374 | FORCE_NAME (at the moment of this writing spell/force.arc). |
485 | FORCE_NAME (at the moment of this writing spell/force.arc). |
375 | |
486 | |
376 | =item randomitems <treasurelist> |
487 | =item I<randomitems> <treasurelist> |
377 | |
488 | |
378 | The inventory/spell of the potion will be created by calling the treasure code |
489 | The inventory/spell of the potion will be created by calling the treasure code |
379 | with the treasurelist specified here. (I guess it's highly undefined what |
490 | with the treasurelist specified here. (I guess it's highly undefined what |
380 | happens if there is not a spell in the potions inventory). |
491 | happens if there is not a spell in the potions inventory). |
381 | |
492 | |
382 | =item on_use_yield <archetype> |
493 | =item I<on_use_yield> <archetype> |
383 | |
494 | |
384 | When this object is applied an instance of <archetype> will be created. |
495 | When this object is applied an instance of <archetype> will be created. |
385 | |
496 | |
386 | =item subtypes <potion subtype> |
497 | =item I<subtypes> <potion subtype> |
387 | |
498 | |
388 | see include/spells.h for possible potion subtypes, there are currently 4: |
499 | see include/spells.h for possible potion subtypes, there are currently 4: |
389 | |
500 | |
390 | =over 4 |
501 | =over 4 |
391 | |
502 | |
… | |
… | |
394 | Unused, default behaiour of a potion. |
505 | Unused, default behaiour of a potion. |
395 | |
506 | |
396 | =item POT_DUST |
507 | =item POT_DUST |
397 | |
508 | |
398 | This potion can be thrown to cast the spell that it has in it's inventory, |
509 | This potion can be thrown to cast the spell that it has in it's inventory, |
399 | the behaviour is not defined if there is not a spell in the inventory and the |
510 | the behaviour is not defined if there is not a B<SPELL> in the inventory and the |
400 | server will log an error. |
511 | server will log an error. |
401 | |
512 | |
402 | =item POT_FIGURINE |
513 | =item POT_FIGURINE |
403 | |
514 | |
404 | Unused, default behaiour of a potion. |
515 | Unused, default behaiour of a potion. |
… | |
… | |
409 | |
520 | |
410 | =back |
521 | =back |
411 | |
522 | |
412 | =back |
523 | =back |
413 | |
524 | |
414 | =head3 FOOD - type 6 - Eatable stuff |
525 | =head3 B<FOOD> - type 6 - Edible stuff |
415 | |
526 | |
416 | This is for objects that are representing general eatables like |
527 | This is for objects that are representing general eatables like |
417 | beef or bread. |
528 | beef or bread. |
418 | |
529 | |
419 | The main difference between FOOD, FLESH and DRINK is that they |
530 | The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they |
420 | give different messages. |
531 | give different messages. |
421 | |
532 | |
422 | The specialty of FLESH is that it inherits the resistancies of the |
533 | The specialty of B<FLESH> is that it inherits the resistancies of the |
423 | monsters it was generated in and will let dragons raise their resistancies |
534 | monsters it was generated in and will let dragons raise their resistancies |
424 | with that. If the monster has the POISON attacktype the FLESH |
535 | with that. If the monster has the B<POISON> attacktype the B<FLESH> |
425 | will change into POISON. |
536 | will change into B<POISON>. |
426 | |
537 | |
427 | If a player runs low on food he will grab for FOOD, DRINK and POISON |
538 | If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON> |
428 | and if he doesn't find any of that he will start eating FLESH. |
539 | and if he doesn't find any of that he will start eating B<FLESH>. |
429 | |
540 | |
430 | =over 4 |
541 | =over 4 |
431 | |
542 | |
432 | =item title <string> |
543 | =item I<title> <string> |
433 | |
544 | |
434 | If the food has a title or is cursed it is considered 'special', which means that the |
545 | If the food has B<title> set or is cursed it is considered 'special', which |
435 | fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp |
546 | means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>, |
436 | are interpreted and have further effects on the player. |
547 | I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects |
|
|
548 | on the player. |
437 | |
549 | |
438 | The higher the food field is the longer the improvement of the player lasts |
550 | The higher the I<food> field is the longer the improvement of the player lasts |
439 | (except for hp and sp). |
551 | (except for I<hp> and I<sp>). |
440 | |
552 | |
441 | =item food <number> |
553 | =item I<food> <number> |
442 | |
554 | |
443 | This is the amount of food points the player gets when he eats this. |
555 | This is the amount of food points the player gets when he eats this. |
444 | |
556 | |
445 | =item on_use_yield <archetype> |
557 | =item I<on_use_yield> <archetype> |
446 | |
558 | |
447 | When this object is applied an instance of <archetype> will be created. |
559 | When this object is applied an instance of <archetype> will be created. |
448 | |
560 | |
449 | =back |
561 | =back |
450 | |
562 | |
451 | =head3 POISON - type 7 - Poisonous stuff |
563 | =head3 B<POISON> - type 7 - Poisonous stuff |
452 | |
564 | |
453 | This type is for objects that can poison the player when drinking. |
565 | This type is for objects that can poison the player when he drinks/applies it. |
454 | When applied it will hit the attacked with AT_POISON and will create |
566 | When applied it will hit the attacked with AT_POISON and will create |
455 | a POISONING object in the one who was hit. |
567 | a B<POISONING> object in the one who was hit. |
456 | |
568 | |
457 | =over 4 |
569 | =over 4 |
458 | |
570 | |
459 | =item level <number> |
571 | =item I<level> <number> |
460 | |
572 | |
461 | This field affects the propability of poisoning. The higher the level difference |
573 | This field affects the probability of poisoning. The higher the level difference |
462 | between the one who is hit and the poision the mose propable it is the attacked |
574 | between the one who is hit and the poision the more probable it is the attacked |
463 | one will be poisoned. |
575 | one will be poisoned. |
464 | |
576 | |
465 | =item slaying <race> |
577 | =item I<slaying> <race> |
466 | |
578 | |
467 | On poison this field has the usual meaning of 'slaying', when the |
579 | This field has the usual meaning of 'slaying', when the |
468 | ones race matches the slaying field the damage done by the poison |
580 | poisoned's race matches the I<slaying> field the damage done by the poison |
469 | is multiplied by 3. |
581 | is multiplied by 3. |
470 | |
582 | |
471 | =item hp <number> |
583 | =item I<hp> <number> |
472 | |
584 | |
473 | This is the amount of damage the player will receive from applying this. The |
585 | This is the amount of damage the player will receive from applying this. The |
474 | attacktype AT_POISON will be used to hit the player and the damage will |
586 | attacktype AT_POISON will be used to hit the player and the damage will |
475 | determine the strenght, duration and depletion of stats of the poisoning. The |
587 | determine the strenght, duration and depletion of stats of the poisoning. The |
476 | created POISONING object which is being placed in the one who was attacked will |
588 | created B<POISONING> object which is being placed in the one who was attacked will |
477 | get the damage from this field (which is maybe adjusted by slaying or the |
589 | get the damage from this field (which is maybe adjusted by slaying or the |
478 | resistancies). |
590 | resistancies). |
479 | |
591 | |
480 | =item food <number> |
592 | =item I<food> <number> |
481 | |
593 | |
482 | 1/4 of <number> will be drained from the players food. |
594 | 1/4 of <number> will be drained from the players I<food>. |
483 | |
595 | |
484 | =item on_use_yield <archetype> |
596 | =item I<on_use_yield> <archetype> |
485 | |
597 | |
486 | When this object is applied an instance of <archetype> will be created. |
598 | When this object is applied an instance of <archetype> will be created. |
487 | |
599 | |
488 | =back |
600 | =back |
489 | |
601 | |
490 | =head3 BOOK - type 8 - Readable books |
602 | =head3 B<BOOK> - type 8 - Readable books |
491 | |
603 | |
492 | This type is basically for representing text books in the game. |
604 | This type is basically for representing text books in the game. |
493 | |
605 | |
494 | Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). |
606 | Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). |
495 | |
607 | |
496 | =over 4 |
608 | =over 4 |
497 | |
609 | |
498 | =item msg <text> |
610 | =item I<msg> <text> |
499 | |
611 | |
500 | This is the contents of the book. When this field is unset |
612 | This is the contents of the book. When this field is unset |
501 | at treasure generation a random text will be inserted. |
613 | at treasure generation a random text will be inserted. |
502 | |
614 | |
503 | =item skill <skill name> |
615 | =item I<skill> <skill name> |
504 | |
616 | |
505 | The skill required to read this book. (The most resonable |
617 | The skill required to read this book. (The most resonable |
506 | skill would be literacy). |
618 | skill would be literacy). |
507 | |
619 | |
508 | =item exp <number> |
620 | =item I<exp> <number> |
509 | |
621 | |
510 | The experience points the player get for reading this book. |
622 | The experience points the player get for reading this book. |
511 | |
623 | |
512 | =item subtype <readable subtype> |
624 | =item I<subtype> <readable subtype> |
513 | |
625 | |
514 | This field determines the type of the readable. |
626 | This field determines the type of the readable. |
515 | Please see common/readable.C in the readable_message_types table. |
627 | Please see common/readable.C in the readable_message_types table. |
516 | |
628 | |
517 | =back |
629 | =back |
518 | |
630 | |
519 | =head3 CLOCK - type 9 - Clocks |
631 | =head3 B<CLOCK> - type 9 - Clocks |
520 | |
632 | |
521 | This type of objects just display the time when being applied. |
633 | This type of objects just display the time when being applied. |
522 | |
634 | |
523 | =head3 LIGHTNING - type 12 - Lightnings |
635 | =head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT) |
524 | |
636 | |
525 | This is a spell effect of a moving bolt. It moves straigt forward |
637 | This is a spell effect of a moving bolt. It moves straigt forward |
526 | through the map until something blocks it. |
638 | through the map until something blocks it. |
527 | If FLAG_REFLECTING is set it even reflects on walls. |
639 | If FLAG_REFLECTING is set it even reflects on walls. |
528 | |
640 | |
529 | FLAG_IS_TURNABLE should be set on these objects. |
641 | FLAG_IS_TURNABLE should be set on these objects. |
530 | |
642 | |
531 | =over 4 |
643 | =over 4 |
532 | |
644 | |
533 | =item attacktype <attacktype> |
645 | =item I<move_type> <movetype> |
|
|
646 | |
|
|
647 | This field affects the move type with which the lightning moves through |
|
|
648 | the map and which map cells will reflect or block it. |
|
|
649 | |
|
|
650 | =item I<attacktype> <attacktype> |
534 | |
651 | |
535 | The attacktype with which it hits the objects on the map. |
652 | The attacktype with which it hits the objects on the map. |
536 | |
653 | |
537 | =item dam <number> |
654 | =item I<dam> <number> |
538 | |
655 | |
539 | The damage this bolt inflicts when it hits objects on the map. |
656 | The damage this bolt inflicts when it hits objects on the map. |
540 | |
657 | |
541 | =item Dex <number> |
658 | =item I<Dex> <number> |
542 | |
659 | |
543 | This is the fork percentage, it is reduced by 10 per fork. |
660 | This is the fork percentage, it is reduced by 10 per fork. |
544 | And the damage is halved on each fork. |
661 | And the I<dam> field is halved on each fork. |
545 | |
662 | |
546 | =item Con <number> |
663 | =item I<Con> (internal) |
547 | |
664 | |
548 | This value is a percentage of which the forking lightning |
665 | This value is a percentage of which the forking lightning |
549 | is deflected to the left. This value should be mostly used internally. |
666 | is deflected to the left. This value should be mostly used internally. |
550 | |
667 | |
551 | =item duration <number> |
668 | =item I<duration> <number> |
552 | |
669 | |
553 | The duration the bolt stays on a map cell. This field is decreased each time |
670 | The duration the bolt stays on a map cell. This field is decreased each time |
554 | the object is processed (see the meaning of speed and speed_left fields in |
671 | the object is processed (see the meaning of I<speed> and I<speed_left> fields in |
555 | the object general description). |
672 | the generic object field description). |
556 | |
673 | |
557 | =item range <number> |
674 | =item I<range> <number> |
558 | |
675 | |
559 | This is the range of the bolt, each space it advances this field is decreased. |
676 | This is the range of the bolt, each space it advances this field is decreased. |
560 | |
677 | |
561 | =back |
678 | =back |
562 | |
679 | |
|
|
680 | =head3 B<ARROW> - type 13 - Arrows |
563 | |
681 | |
|
|
682 | This is the type for objects that represent projectiles like arrows. |
|
|
683 | The movement of B<THROWN_OBJ>s behave similar to this type. |
|
|
684 | |
|
|
685 | Flying arrows are stopped either when they hit something blocking |
|
|
686 | (I<move_block>) or something which is alive. |
|
|
687 | If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE |
|
|
688 | set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict |
|
|
689 | damage with a small chance which is affected by the I<level> field of the arrow. |
|
|
690 | |
|
|
691 | If FLAG_REFLECTING is set on the arrow it will bounce off everything |
|
|
692 | that is not alive and blocks it's movement. |
|
|
693 | |
|
|
694 | When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying> |
|
|
695 | fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of |
|
|
696 | the object, to restore them once the arrow has been stopped. |
|
|
697 | |
|
|
698 | =over 4 |
|
|
699 | |
|
|
700 | =item I<dam> <number> |
|
|
701 | |
|
|
702 | The amount of damage that is being done to the victim that gets hit. |
|
|
703 | This field is recomputed when the arrow is fired and will consist |
|
|
704 | of the sum of a damage bonus (see description of the B<BOW> type), |
|
|
705 | the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field |
|
|
706 | and the arrows I<magic> field. |
|
|
707 | |
|
|
708 | =item I<wc> <number> |
|
|
709 | |
|
|
710 | The weapon class of the arrow, which has effect on the probability of hitting. |
|
|
711 | |
|
|
712 | It is recomputed when the arrow is being fired by this formula: |
|
|
713 | |
|
|
714 | wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) |
|
|
715 | - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod |
|
|
716 | |
|
|
717 | When the arrow is not being shot by an player dex_bonus and thaco_bonus and the |
|
|
718 | level is not added. |
|
|
719 | |
|
|
720 | wc_mod is dependend on the fire mode of the bow. For a more detailed |
|
|
721 | explanation of dex_bonus, thaco_bonus and wc_mod please consult the code. |
|
|
722 | |
|
|
723 | =item I<magic> <number> |
|
|
724 | |
|
|
725 | This field is added to the damage of the arrow when it is shot and |
|
|
726 | will also improve it's I<speed> by 1/5 of it's value. |
|
|
727 | |
|
|
728 | =item I<attacktype> <attacktype> |
|
|
729 | |
|
|
730 | Bitfield which decides the attacktype of the damage, see include/attackinc.h |
|
|
731 | On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>. |
|
|
732 | |
|
|
733 | =item I<level> <number> (interally used) |
|
|
734 | |
|
|
735 | The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE, |
|
|
736 | see above in the B<ARROW> description. |
|
|
737 | |
|
|
738 | The I<level> is set when the arrow is fired to either the skill level or the |
|
|
739 | shooters level. |
|
|
740 | |
|
|
741 | =item I<speed> <number> (internal) |
|
|
742 | |
|
|
743 | This field shouldn't be set directly in the archetype, the arrow will get it's |
|
|
744 | I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the |
|
|
745 | arrow will be stopped immediatly. |
|
|
746 | |
|
|
747 | On fireing the I<speed> of the arrow is computed of 1/5 of the |
|
|
748 | sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7 |
|
|
749 | of the bows I<dam> field is added to the I<speed> of the arrow. |
|
|
750 | |
|
|
751 | The minimum I<speed> of an arrow is 1.0. |
|
|
752 | |
|
|
753 | While flying the arrows I<speed> is decreased by 0.05 each time it's moved. |
|
|
754 | |
|
|
755 | If the I<speed> is above 10.0 it goes straight through the creature it hits and |
|
|
756 | its I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is |
|
|
757 | stopped and either stuck into the victim (see I<weight> field description) or |
|
|
758 | put on its map square (if it didn't break, see description of the I<food> field). |
|
|
759 | |
|
|
760 | =item I<weight> <number> |
|
|
761 | |
|
|
762 | This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg) |
|
|
763 | the arrow will stick in the victim it hits. Otherwise it will fall to the ground. |
|
|
764 | |
|
|
765 | =item I<food> <number> |
|
|
766 | |
|
|
767 | The breaking percentage. 100 (%) means: breaks on usage for sure. |
|
|
768 | |
|
|
769 | =item I<inventory> (internal) |
|
|
770 | |
|
|
771 | If the flying/moving object has something in it's inventory and it stops, it |
|
|
772 | will be replaced with it's inventory. Otherwise it will be handled as usual, |
|
|
773 | which means: it will be calculated whether the arrow breaks and it will be |
|
|
774 | reset for reuse. |
|
|
775 | |
|
|
776 | =item I<slaying> <string> |
|
|
777 | |
|
|
778 | When the bow that fires this arrow has it's I<slaying> field set it is copied |
|
|
779 | to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains. |
|
|
780 | |
|
|
781 | =item I<move_type> <movetype> (internally used) |
|
|
782 | |
|
|
783 | This field is set when the arrow is shot to MOVE_FLY_LOW. |
|
|
784 | |
|
|
785 | =item I<move_on> <movetype> (internally used) |
|
|
786 | |
|
|
787 | This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK. |
|
|
788 | |
|
|
789 | =item I<race> <string> |
|
|
790 | |
|
|
791 | The I<race> field is a unique key that assigns arrows, bows and quivers. When |
|
|
792 | shooting an arrow the bows I<race> is used to search for arrows (which have the |
|
|
793 | same I<race> as the bow) in the players inventory and will recursively search in |
|
|
794 | the containers (which are applied and have the same I<race> as the bow and the arrow). |
|
|
795 | |
|
|
796 | =back |
|
|
797 | |
|
|
798 | =head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s |
|
|
799 | |
|
|
800 | TODO, but take into account B<ARROW> description above! |
|
|
801 | |
564 | =head3 WEAPON - type 15 - Weapons |
802 | =head3 B<WEAPON> - type 15 - Weapons |
565 | |
803 | |
566 | This type is for general hack and slash weapons like swords, maces |
804 | This type is for general hack and slash weapons like swords, maces |
567 | and daggers and and .... |
805 | and daggers and and .... |
568 | |
806 | |
569 | =over 4 |
807 | =over 4 |
570 | |
808 | |
571 | =item weapontype <type id> |
809 | =item I<weapontype> <type id> |
572 | |
810 | |
573 | decides what attackmessages are generated, see include/define.h |
811 | decides what attackmessages are generated, see include/define.h |
574 | |
812 | |
575 | =item attacktype <bitmask> |
813 | =item I<attacktype> <bitmask> |
576 | |
814 | |
577 | bitfield which decides the attacktype of the damage, see include/attackinc.h |
815 | bitfield which decides the attacktype of the damage, see include/attackinc.h |
578 | |
816 | |
579 | =item dam <number> |
817 | =item I<dam> <number> |
580 | |
818 | |
581 | amount of damage being done with the attacktype |
819 | amount of damage being done with the attacktype |
582 | |
820 | |
583 | =item item_power <level> |
821 | =item I<item_power> <level> |
584 | |
822 | |
585 | the itempower of this weapon. |
823 | the itempower of this weapon. |
586 | |
824 | |
587 | =item name |
825 | =item I<name> |
588 | |
826 | |
589 | the name of the weapon. |
827 | the name of the weapon. |
590 | |
828 | |
591 | =item level (internal) |
829 | =item I<level> (internal) |
592 | |
830 | |
593 | The improvement state of the weapon. |
831 | The improvement state of the weapon. |
594 | If this field is greater than 0 the 'name' field starts with the |
832 | If this field is greater than 0 the I<name> field starts with the |
595 | characters name who improved this weapon. |
833 | characters name who improved this weapon. |
596 | |
834 | |
597 | =item last_eat (internal) |
835 | =item I<last_eat> (internal) |
598 | |
836 | |
599 | seems to be the amount of improvements of a weapon, |
837 | This seems to be the amount of improvements of a weapon, |
600 | the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): |
838 | the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): |
601 | |
839 | |
602 | ((who->level / 5) + 5) >= op->last_eat |
840 | ((who->level / 5) + 5) >= op->last_eat |
603 | |
841 | |
604 | =item last_sp |
842 | =item I<last_sp> |
605 | |
843 | |
606 | the weapon speed (see magic description) |
844 | the weapon speed (see magic description) |
607 | |
845 | |
608 | =item food <number> |
846 | =item I<food> <number> |
609 | |
847 | |
610 | addition to food regeneration of the player |
848 | addition to food regeneration of the player |
611 | |
849 | |
612 | =item hp <number> |
850 | =item I<hp> <number> |
613 | |
851 | |
614 | addition to health regeneration |
852 | addition to health regeneration |
615 | |
853 | |
616 | =item sp <number> |
854 | =item I<sp> <number> |
617 | |
855 | |
618 | addition to mana regeneration |
856 | addition to mana regeneration |
619 | |
857 | |
620 | =item grace <number> |
858 | =item I<grace> <number> |
621 | |
859 | |
622 | addititon to grace regeneration |
860 | addititon to grace regeneration |
623 | |
861 | |
624 | =item gen_sp_armour <number> |
862 | =item I<gen_sp_armour> <number> |
625 | |
863 | |
626 | the players gen_sp_armour field (which is per default 10) is added the <number> amount. |
864 | the players I<gen_sp_armour> field (which is per default 10) is being added the |
627 | gen_sp_armour seems to be a factor with which gen_sp in do_some_living() |
865 | <number> amount. gen_sp_armour seems to be a factor with which gen_sp in |
628 | is multiplied: gen_sp *= 10/<number> |
866 | do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of |
629 | meaning: values > 10 of gen_sp_armour limits the amout of regenerated |
867 | I<gen_sp_armour> limits the amout of regenerated spellpoints. |
630 | spellpoints. |
|
|
631 | |
868 | |
632 | generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
869 | Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
633 | sp regeneration. |
870 | I<sp> regeneration. |
634 | |
871 | |
635 | =item body_<body slot/part> |
872 | =item I<body_BODYSLOT> |
636 | |
873 | |
637 | the part of the body you need to use this weapon, possible values should be |
874 | The part/slot of the body you need to use this weapon, possible values for |
638 | looked up in common/item.C at body_locations. |
875 | C<BODYSLOT> should be looked up in common/item.C at body_locations. |
639 | |
876 | |
640 | =item resist_<resistnacy> <number> |
877 | The value (in the range C<-7..7>) gives the number of those body slots |
|
|
878 | used up by the item (if negative) or the number of body slots this object |
|
|
879 | has (if positive, e.g. for monsters or players). The special value C<0> |
|
|
880 | indicates that this object cannot equip items requiring these body slots. |
|
|
881 | |
|
|
882 | =item I<resist_RESISTANCY> <number> |
641 | |
883 | |
642 | this is the factor with which the difference of the players resistancy and 100% |
884 | this is the factor with which the difference of the players resistancy and 100% |
643 | is multiplied, something like this: |
885 | is multiplied, something like this: |
644 | |
886 | |
645 | additional_resistancy = (100 - current_resistanct) * (<number>/100) |
887 | additional_resistancy = (100 - current_resistancy) * (<number>/100) |
646 | |
888 | |
647 | if <number> is negative it is added to the total vulnerabilities, |
889 | if <number> is negative it is added to the total vulnerabilities, |
648 | and later the total resistance is decided by: |
890 | and later the total resistance is decided by: |
649 | |
891 | |
650 | 'total resistance = total protections - total vulnerabilities' |
892 | 'total resistance = total protections - total vulnerabilities' |
651 | |
893 | |
652 | see also common/living.C:fix_player |
894 | see also common/living.C:fix_player. |
653 | |
895 | |
654 | =item patch_(attuned|repelled|denied) |
896 | =item I<path_(attuned|repelled|denied)> |
655 | |
897 | |
656 | this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
898 | this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
657 | for the pathes. |
899 | for the pathes. |
658 | |
900 | |
659 | =item luck <number> |
901 | =item I<luck> <number> |
660 | |
902 | |
661 | this luck is added to the players luck |
903 | this luck is added to the players I<luck> |
662 | |
904 | |
663 | =item move_type |
905 | =item I<move_type> |
664 | |
906 | |
665 | if the weapon has a move_type set the player inherits it's move_type |
907 | if the weapon has a I<move_type> set the player inherits it's I<move_type> |
666 | |
908 | |
667 | =item exp <number> |
909 | =item I<exp> <number> |
668 | |
910 | |
669 | the added_speed and bonus_speed of the player is raised by <number>/3. |
911 | the added_speed and bonus_speed of the player is raised by <number>/3. |
670 | if <number> < 0 then the added_speed is decreased by <number> |
912 | if <number> < 0 then the added_speed is decreased by <number> |
671 | |
913 | |
672 | =item weight |
914 | =item I<weight> |
673 | |
915 | |
674 | the weight of the weapon |
916 | the weight of the weapon |
675 | |
917 | |
676 | =item magic |
918 | =item I<magic> |
677 | |
919 | |
678 | the magic field affects the amounts of the following fields: |
920 | the I<magic> field affects the amounts of the following fields: |
679 | |
921 | |
680 | - wc : the players wc is adjusted by: player->wc -= (wc + magic) |
922 | - wc : the players wc is adjusted by: player->wc -= (wc + magic) |
681 | |
923 | |
682 | - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 |
924 | - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 |
683 | |
925 | |
684 | - dam: the players dam is adjusted by: player->dam += (dam + magic) |
926 | - dam: the players dam is adjusted by: player->dam += (dam + magic) |
685 | |
927 | |
686 | - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 |
928 | - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 |
687 | (minium is 0) |
929 | (minium is 0) |
688 | |
930 | |
689 | =item ac <number> |
931 | =item I<ac> <number> |
690 | |
932 | |
691 | the amount of ac points the player's ac is decreased |
933 | the amount of ac points the player's I<ac> is decreased when applying this object. |
692 | |
934 | |
693 | =item wc <number> |
935 | =item I<wc> <number> |
694 | |
936 | |
695 | the amount of wc points the player's wc is decreased |
937 | the amount of wc points the player's I<wc> is decreased when applying this object. |
696 | |
938 | |
697 | =back |
939 | =back |
698 | |
940 | |
699 | =head4 Player inherits following flags from weapons: |
941 | =head4 Player inherits following flags from weapons: |
700 | |
942 | |
… | |
… | |
705 | FLAG_XRAYS |
947 | FLAG_XRAYS |
706 | FLAG_BLIND |
948 | FLAG_BLIND |
707 | FLAG_SEE_IN_DARK |
949 | FLAG_SEE_IN_DARK |
708 | FLAG_UNDEAD |
950 | FLAG_UNDEAD |
709 | |
951 | |
|
|
952 | =head3 B<GRIMREAPER> - type 28 - Grimreapers |
|
|
953 | |
|
|
954 | These type are mostly used for monsters, they give the |
|
|
955 | monster the ability to dissapear after 10 hits with AT_DRAIN. |
|
|
956 | |
|
|
957 | =over 4 |
|
|
958 | |
|
|
959 | =item I<value> <number> |
|
|
960 | |
|
|
961 | This field stores the hits the monster did yet. |
|
|
962 | |
|
|
963 | =back |
|
|
964 | |
|
|
965 | =head3 B<CREATOR> - type 42 - Object creators |
|
|
966 | |
|
|
967 | Once a creator is activated by a connection it creates a number of objects |
|
|
968 | (cloned from it's inventory or a new object derived from the archetype |
|
|
969 | named in the other_arch slot). |
|
|
970 | |
|
|
971 | If FLAG_LIVESAFE is set the number of uses is unlimited. |
|
|
972 | |
|
|
973 | =over 4 |
|
|
974 | |
|
|
975 | =item I<hp> <number> |
|
|
976 | |
|
|
977 | If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can |
|
|
978 | be used. |
|
|
979 | |
|
|
980 | =item I<speed> <float> |
|
|
981 | |
|
|
982 | If I<speed> is set the creator will create an object periodically, |
|
|
983 | see I<speed> and I<speed_left> fields in the general object field description |
|
|
984 | for more details. |
|
|
985 | |
|
|
986 | =item I<slaying> <string> |
|
|
987 | |
|
|
988 | If set the generated object's name and title will be set to this. |
|
|
989 | |
|
|
990 | =item I<other_arch> <string> |
|
|
991 | |
|
|
992 | If the inventory of the creator is empty new objects will be derived from the |
|
|
993 | archetype named by <string>. |
|
|
994 | |
|
|
995 | =item I<connected> <number> |
|
|
996 | |
|
|
997 | See generic object field description. |
|
|
998 | |
|
|
999 | =back |
|
|
1000 | |
710 | =head3 DRINK - type 54 - Drinkable stuff |
1001 | =head3 B<DRINK> - type 54 - Drinkable stuff |
711 | |
1002 | |
712 | See FOOD description. |
1003 | See B<FOOD> description. |
713 | |
1004 | |
714 | =head3 CHECK_INV - type 64 - Inventory checkers |
1005 | =head3 B<CHECK_INV> - type 64 - Inventory checkers |
715 | |
1006 | |
716 | This object checks whether the player has a specific item in his |
1007 | This object checks whether the player has a specific item in his |
717 | inventory when he moves above the inventory checker. If the player has |
1008 | inventory when he moves above the inventory checker. If the player has |
718 | the item (or not, which can be controlled with a flag) a connection will be triggered. |
1009 | the item (or not, which can be controlled with a flag) a connection will be triggered. |
719 | |
1010 | |
720 | If you set move_block you can deny players and monsters to reach the space where |
1011 | If you set I<move_block> you can deny players and monsters to reach the space where |
721 | the inventory checker is on, see 'move_block' description below. |
1012 | the inventory checker is on, see I<move_block> description below. |
722 | |
1013 | |
723 | The conditions specified by hp, slaying and race are concationated with OR. |
1014 | The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated. |
724 | So matching one of those conditions is enough. |
1015 | So matching one of those conditions is enough. |
725 | |
1016 | |
726 | =over 4 |
1017 | =over 4 |
727 | |
1018 | |
728 | =item move_block <move type bitmask> |
1019 | =item I<move_block> <move type bitmask> |
729 | |
1020 | |
730 | If you set this field to block a movetype the move code will block any moves |
1021 | If you set this field to block a movetype the move code will block any moves |
731 | onto the space with the inventory checker, IF the moving object doesn't have |
1022 | onto the space with the inventory checker, IF the moving object doesn't have |
732 | (or has - if last_sp = 0) the item that the checker is searching for. |
1023 | (or has - if I<last_sp> = 0) the item that the checker is searching for. |
733 | |
1024 | |
734 | =item last_sp (0|1) |
1025 | =item I<last_sp> (0|1) |
735 | |
1026 | |
736 | If last_sp is 1 'having' the item that is being checked for will |
1027 | If I<last_sp> is 1 'having' the item that is being checked for will |
737 | activate the connection or make the space with the checker non-blocking. |
1028 | activate the connection or make the space with the checker non-blocking. |
738 | If last_sp is 0 'not having' the item will activate the connection |
1029 | If I<last_sp> is 0 'not having' the item will activate the connection |
739 | or make the space with the checker non-blocking. |
1030 | or make the space with the checker non-blocking. |
740 | |
1031 | |
741 | =item last_heal (0|1) |
1032 | =item I<last_heal> (0|1) |
742 | |
1033 | |
743 | If last_heal is 1 the matching item will be removed if the inventory checker |
1034 | If I<last_heal> is 1 the matching item will be removed if the inventory checker |
744 | activates a connection and finds the item in the inventory. |
1035 | activates a connection and finds the item in the inventory. |
745 | |
1036 | |
746 | (A inventory checker that blocks a space won't remove anything from inventories) |
1037 | (A inventory checker that blocks a space won't remove anything from inventories) |
747 | |
1038 | |
748 | =item hp <number> |
1039 | =item I<hp> <number> |
749 | |
1040 | |
750 | If this field is not 0 the inventory checker will search for an object |
1041 | If this field is not 0 the inventory checker will search for an object |
751 | with the type id <number>. |
1042 | with the type id <number>. |
752 | |
1043 | |
753 | =item slaying <string> |
1044 | =item I<slaying> <string> |
754 | |
1045 | |
755 | If this field is set the inventory checker will search for an object that |
1046 | If this field is set the inventory checker will search for an object that |
756 | has the same string in the slaying field (for example a key string of a key). |
1047 | has the same string in the I<slaying> field (for example a key string of a key). |
757 | |
1048 | |
758 | =item race <string> |
1049 | =item I<race> <string> |
759 | |
1050 | |
760 | If this field is set the inventory checker will search for an object which |
1051 | If this field is set the inventory checker will search for an object which |
761 | has the archetype name that matches <string>. |
1052 | has the archetype name that matches <string>. |
762 | |
1053 | |
763 | =item connected <connection id> |
1054 | =item I<connected> <connection id> |
764 | |
1055 | |
765 | This is the connection that will be activated. |
1056 | This is the connection that will be activated. The connection is |
|
|
1057 | 'pushed' when someone enters the space with the inventory checker, |
|
|
1058 | and it is 'released' when he leaves it. |
766 | |
1059 | |
767 | =back |
1060 | See also the description of the I<connected> field in the generic object field |
|
|
1061 | section. |
768 | |
1062 | |
|
|
1063 | =back |
|
|
1064 | |
|
|
1065 | =head3 B<MOOD_FLOOR> - type 65 - change mood of monsters |
|
|
1066 | |
|
|
1067 | speed == 0 for triggered mood changes, speed != 0 for non-triggered mood |
|
|
1068 | changes. |
|
|
1069 | |
|
|
1070 | (based on value that last_sp takes): |
|
|
1071 | 0: 'furious' Makes all monsters aggressive |
|
|
1072 | 1: 'angry' As above but pets are unaffected |
|
|
1073 | 2: 'calm' Makes all monsters unaggressive |
|
|
1074 | 3: 'sleep' Puts all monsters to sleep |
|
|
1075 | 4: 'charm' Makes monster into a pet of person |
|
|
1076 | who triggers the square. This setting |
|
|
1077 | is not enabled for continous operation |
|
|
1078 | 5: 'destroy mons' destroy any monsters on this space |
|
|
1079 | 6: 'destroy pets' destroy friendly monsters on this space |
|
|
1080 | |
769 | =head3 FLESH - type 72 - Organs and body parts |
1081 | =head3 B<FLESH> - type 72 - Organs and body parts |
770 | |
1082 | |
771 | See FOOD description. |
1083 | See B<FOOD> description. |
772 | |
1084 | |
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1085 | =head3 B<MISC_OBJECT> - type 79 - Misc. objects |
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1086 | |
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1087 | A type for any object that has no special behaviour. |
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1088 | |
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1089 | =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators |
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1090 | |
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1091 | This type of objects multiplies objects that are above it when it is activated. |
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1092 | You can even multiply by 0, which will destroy the object. |
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1093 | |
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1094 | =over 4 |
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1095 | |
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1096 | =item I<level> <number> |
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1097 | |
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1098 | The multiplicator, if set to 0 or lower it will destroy the objects above it. |
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1099 | |
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1100 | =item I<other_arch> <string> |
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1101 | |
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1102 | The archetype name of the objects that should be multiplied. |
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1103 | |
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1104 | =item I<connected> <number> |
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1105 | |
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1106 | See generic object field description. |
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1107 | |
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1108 | =back |
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1109 | |
773 | =head3 HOLE - type 94 - Holes |
1110 | =head3 B<HOLE> - type 94 - Holes |
774 | |
1111 | |
775 | Holes are holes in the ground where objects can fall through. When the hole |
1112 | B<HOLE>s are holes in the ground where objects can fall through. When the hole |
776 | opens and/or is completly open all objects above it fall through (more |
1113 | opens and/or is completly open all objects above it fall through (more |
777 | precisely: if their head is above the hole). |
1114 | precisely: if their head is above the hole). |
778 | |
1115 | |
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1116 | When the B<HOLE> is activated it's speed is set to 0.5. |
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1117 | |
779 | Trapdoors can only transfer the one who falls through to other coordinates |
1118 | These holes can only transfer the one who falls through to other coordinates |
780 | on the B<same> map. |
1119 | on the same map. |
781 | |
1120 | |
782 | =over 4 |
1121 | =over 4 |
783 | |
1122 | |
784 | =item maxsp (0|1) |
1123 | =item I<maxsp> (0|1) |
785 | |
1124 | |
786 | This field negates the state of the connection: When maxsp is 1 the pit will |
1125 | This field negates the state of the connection: When maxsp is 1 the pit will |
787 | open/close when the connection is deactivated. Otherwise it will open/close |
1126 | open/close when the connection is deactivated. Otherwise it will open/close |
788 | when the connection is activated. This field only has effect when the |
1127 | when the connection is activated. This field only has effect when the |
789 | connection is triggered. So if you put a closed hole on a map, and the |
1128 | connection is triggered. So if you put a closed hole on a map, and the |
790 | connection is deactivated, and maxsp is 1 the hole will remain closed until the |
1129 | connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the |
791 | connection was triggered once. |
1130 | connection was triggered once. |
792 | |
1131 | |
793 | =item connected <connection id> |
1132 | =item I<connected> <connection id> |
794 | |
1133 | |
795 | This is the connection id, which lets the hole opening or closing when |
1134 | This is the connection id, which lets the hole opening or closing when |
796 | activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
1135 | activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
797 | at which connection state the object is activated. |
1136 | at which connection state the object is activated. |
798 | |
1137 | |
799 | For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
1138 | For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
800 | the connection is released. |
1139 | the connection is released. |
801 | |
1140 | |
802 | =item wc <number> (internal) |
1141 | =item I<wc> <number> (internal) |
803 | |
1142 | |
804 | This is an internal flag. If it is greater than 0 it means that the hole is not |
1143 | This is an internal field. If it is greater than 0 it means that the hole is not |
805 | yet fully open. More preciesly: this field is the animation-step and if it is |
1144 | yet fully open. More preciesly: this field is the animation-step and if it is |
806 | set to the 'closed' step of the animation the hole is closed and if it is on |
1145 | set to the 'closed' step of the animation the hole is closed and if it is on |
807 | the 'open' animation step (wc = 0), the hole is open. |
1146 | the 'open' animation step (I<wc> = 0), the hole is open. |
808 | |
1147 | |
809 | =item sp <number> |
1148 | =item I<sp> <number> |
810 | |
1149 | |
811 | The destination y coordinates on the same map. |
1150 | The destination y coordinates on the same map. |
812 | |
1151 | |
813 | =item hp <number> |
1152 | =item I<hp> <number> |
814 | |
1153 | |
815 | The destination x coordinates on the same map. |
1154 | The destination x coordinates on the same map. |
816 | |
1155 | |
817 | =back |
1156 | =back |
818 | |
1157 | |
819 | =head3 POISONING - type 105 - The poisoning of players and monsters |
1158 | =head3 B<POISONING> - type 105 - The poisoning of players and monsters |
820 | |
1159 | |
821 | This type is doing the actual damage to the ones who were attacked |
1160 | This type is doing the actual damage to the ones who were attacked |
822 | via AT_POISON (or drank POISON). |
1161 | via AT_POISON (or drank B<POISON>). |
823 | |
1162 | |
824 | The duration is handled via the FLAG_IS_USED_UP mechanism (please look |
1163 | The duration is handled via the FLAG_IS_USED_UP mechanism (please look |
825 | there for details). |
1164 | there for details). |
826 | |
1165 | |
827 | =over 4 |
1166 | =over 4 |
828 | |
1167 | |
829 | =item dam <number> |
1168 | =item I<dam> <number> |
830 | |
1169 | |
831 | Each time the poisoning is processed (which is determined by the speed and speed_left |
1170 | Each time the poisoning is proccessed (which is determined by the I<speed> and |
832 | fields, see the general object attributes above) it hits the player with |
1171 | I<speed_left> fields, see the general object fields description above) it hits |
833 | <number> damage and the AT_INTERNAL attacktype (means: it will simply |
1172 | the player with <number> damage and the AT_INTERNAL attacktype (means: it will |
834 | hit the player with no strings attached). |
1173 | simply hit the player with no strings attached). |
835 | |
1174 | |
836 | =item food <number> |
1175 | =item I<food> <number> |
837 | |
1176 | |
838 | Just a note: The posion is removed when food == 1 and not when |
1177 | Just a note: The posioning is removed if I<food> == 1 and not if |
839 | the whole duration is up, because the POISONING code has to remove |
1178 | the whole I<duration> is up, because the B<POISONING> code has to remove |
840 | the poison-effects from the player before the FLAG_IS_USED_UP mechanism |
1179 | the poison-effects from the player before the FLAG_IS_USED_UP mechanism |
841 | deletes the POISONING object. |
1180 | deletes the B<POISONING> object. |
842 | |
1181 | |
843 | =back |
1182 | =back |
844 | |
1183 | |
845 | =head3 FORCE - type 114 - Forces |
1184 | =head3 B<FORCE> - type 114 - Forces |
846 | |
1185 | |
847 | Forces are a very 'thin' type. They don't have much behaviour other than |
1186 | Forces are a very 'thin' type. They don't have much behaviour other than |
848 | disappearing after a time and/or affecting the player if they are in his |
1187 | disappearing after a time and/or affecting the player if they are in his |
849 | inventory. |
1188 | inventory. |
850 | |
1189 | |
851 | Forces only take effect on the player if they have set FLAG_APPLIED. |
1190 | Forces only take effect on the player if they have FLAG_APPLIED set. |
852 | |
1191 | |
853 | Whether the duration field is processed or not a tick is controlled via the |
1192 | Whether the I<duration> field is processed or not per tick is controlled by the |
854 | speed and speed_left field. Look above at the generic description of these |
1193 | I<speed> and I<speed_left> fields. Look above in the generic object field description. |
855 | fields. |
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856 | |
1194 | |
857 | NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field |
1195 | NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also |
858 | like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches |
1196 | interpreter like described in the description of the FLAG_IS_USED_UP flag. |
859 | 0 before duration and FLAG_APPLIED is set, the force will last for 'duration'. |
1197 | BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force |
860 | If the FLAG_APPLIED is not set the force is removed when food reaches 0. |
1198 | will still last for I<duration>. If the FLAG_APPLIED is not set the force is |
861 | Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. |
1199 | removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't |
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1200 | have good semantics on forces, try to avoid it. |
862 | |
1201 | |
863 | =over 4 |
1202 | =over 4 |
864 | |
1203 | |
865 | =item duration |
1204 | =item I<duration> |
866 | |
1205 | |
867 | While this field is greater than 0 the force/object is not destroyed. It is |
1206 | While this field is greater than 0 the force/object is not destroyed. It is |
868 | decreased each tick by 1. |
1207 | decreased each tick by 1. |
869 | |
1208 | |
870 | If it reaches 0 the force/object is destroyed. |
1209 | If it reaches 0 the force/object is destroyed. |
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873 | FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
1212 | FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
874 | what happens then. |
1213 | what happens then. |
875 | |
1214 | |
876 | =back |
1215 | =back |
877 | |
1216 | |
878 | =head3 POTION_EFFECT - type 115 - Potion effects (resistancies) |
1217 | =head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies) |
879 | |
1218 | |
880 | This object is generated by the POTION code when the potion is a resistance |
1219 | This object is generated by the B<POTION> code when the potion is a resistance |
881 | giving potion. It has mainly the same behaviour as a FORCE. |
1220 | giving potion. It has mainly the same behaviour as a B<FORCE>. |
882 | |
1221 | |
883 | The specialty of the potion effect is that the resistancy it gives is absolute, |
1222 | The specialty of the potion effect is that the resistancy it gives is absolute, |
884 | so if you drin a resistancy potion of fire+60 you will get 60% resistancy to |
1223 | so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to |
885 | fire. |
1224 | fire. |
886 | |
1225 | |
887 | Multiple potion effects only give you the maximum of their resistancy. |
1226 | Multiple potion effects only give you the maximum of their resistancy. |