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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
79=item speed <number> 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
119=item I<speed> <float>
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> 127Negative speed settings in archetypes and files cause a speed_left
128randomisation on load or instantiatian, but for calculations, the absolute
129value is used always.
130
131=item I<speed_left> <float>
88 132
89If this field is greater than 0 and the object is on the 133If this field is greater than 0 and the object is on the
90active list (mostly means it's speed is also greater than 0): 134active 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
95If the object is on the active list and speed_left is lower or 139If 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 140equal to 0 the absolute value of the I<speed> is added to I<speed_left>
97on the end of the tick. 141on the end of the tick.
98 142
99This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) 143This 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 144the more seldom the object is processed. And the higher I<speed> is
101the more often the object is processed. 145the more often the object is processed.
102 146
147=item I<connected> <number>
148
149When this field is set the object will be linked to a connection with the
150id <number>. What happens when the connection is 'activated' depends on the
151type of the object.
152
153FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
154when to activate the object, see description of these below for further details.
155
103=item no_drop (0|1) 156=item I<no_drop> (0|1)
104 157
105Sets the flag FLAG_NO_DROP. 158Sets the flag FLAG_NO_DROP.
106See Flags section below. 159See Flags section below.
107 160
108=item applied (0|1) 161=item I<applied> (0|1)
109 162
110Sets the flag FLAG_APPLIED. 163Sets the flag FLAG_APPLIED.
111See Flags section below. 164See Flags section below.
112 165
113=item is_used_up (0|1) 166=item I<is_used_up> (0|1)
114 167
115Sets the flag FLAG_IS_USED_UP. 168Sets the flag FLAG_IS_USED_UP.
116See Flags section below. 169See Flags section below.
117 170
171=item I<changing> (0|1)
172
173Sets the flag FLAG_CHANGING.
174See Flags section below.
175
118=item auto_apply (0|1) 176=item I<auto_apply> (0|1)
119 177
120Sets the flag FLAG_AUTO_APPLY. 178Sets the flag FLAG_AUTO_APPLY.
121See Flags section below. 179See Flags section below.
122 180
123=item no_steal (0|1) 181=item I<no_steal> (0|1)
124 182
125Sets the flag FLAG_NO_STEAL. 183Sets the flag FLAG_NO_STEAL.
126See Flags section below. 184See Flags section below.
127 185
128=item reflecting (0|1) 186=item I<reflecting> (0|1)
129 187
130Sets the flag FLAG_REFLECTING. 188Sets the flag FLAG_REFLECTING.
131See Flags section below. 189See Flags section below.
132 190
133=item reflect_spell (0|1) 191=item I<reflect_spell> (0|1)
134 192
135Sets the flag FLAG_REFL_SPELL. 193Sets the flag FLAG_REFL_SPELL.
136See Flags section below. 194See Flags section below.
137 195
138=item no_skill_ident (0|1) 196=item I<no_skill_ident> (0|1)
139 197
140Sets the flag FLAG_NO_SKILL_IDENT. 198Sets the flag FLAG_NO_SKILL_IDENT.
141See Flags section below. 199See 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
145Sets the flag FLAG_ACTIVATE_ON_PUSH. 203Sets the flag FLAG_ACTIVATE_ON_PUSH.
146See Flags section below. 204See 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
150Sets the flag FLAG_ACTIVATE_ON_RELEASE. 208Sets the flag FLAG_ACTIVATE_ON_RELEASE.
151See Flags section below. 209See Flags section below.
152 210
211=item I<is_lightable> (0|1)
212
213Sets the flag FLAG_IS_LIGHTABLE.
214See Flags section below.
215
153=item editable (more than deprecated) 216=item I<editable> (more than deprecated)
154 217
155This field had a special meaning for crossedit, which used parts 218This field had a special meaning for crossedit, which used parts
156of the server code for editing. Wherever you see this attribute being 219of the server code for editing. Wherever you see this field being
157set in an archetype ignore it and/or remove it. No code interprets this 220set in an archetype ignore it and/or remove it. No code interprets this
158field anymore. 221field anymore.
159 222
160=back 223=back
161 224
173 236
174This flag mostly states whether this object has been 'applied' by the player. 237This flag mostly states whether this object has been 'applied' by the player.
175For objects that are applied by the code or have this flag set in the archetype 238For objects that are applied by the code or have this flag set in the archetype
176it mostly means 'this object is active'. 239it mostly means 'this object is active'.
177 240
178For example the player adjustments of the hp/sp/grace fields and inheritance 241For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
179of flags from objects in his inventory is toggled by this flag. 242of 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
183This flag controls whether an object is 'used up'. If it is set the 'food' field 246This flag controls whether an object is 'used up'. If it is set I<food>
184of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha 247is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
185it is removed.
186 248
187If also the flag FLAG_APPLIED is set, the 'duration' field controls whether 249If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
188this object is removed or not, see the Force type below for the meaning 250this object is removed or not, see the B<FORCE> type below for the meaning
189of the duration field in this context. 251of the duration field in this context.
190 252
191If FLAG_APPLIED is not set the object is destroyed. 253If FLAG_APPLIED is not set the object is destroyed.
192 254
255=item FLAG_CHANGING
256
257If the I<state> field of the object is 0 the object will be processed periodically
258(if I<speed> is set). If the I<state> field is 1 it won't be processed.
259
260This flag indicates that the object is changing into a different object.
261The object has to have the I<other_arch> field set. The object the changing object
262changes into is derived from the archetype in I<other_arch>.
263
264When the object does not have FLAG_ALIVE set the I<food> field will be decremented
265each time the object is processed, and if I<food> reaches 0 one new object will be generated.
266
267When the object has FLAG_ALIVE set the I<food> field is the number of objects that
268will be generated.
269
270After the new object is created the I<hp> field from the old object is copied into
271the new one.
272
193=item FLAG_IS_A_TEMPLATE (internal use) 273=item FLAG_IS_A_TEMPLATE (internal use)
194 274
195This flag is set on the inventory of generators like CREATORs and CONVERTERs, 275This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
196or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 276or 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
200This flag has currently only meaning for the TREASURE type, see below. 280This 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
204This flag has only meaning for objects that can be linked together 284This flag has only meaning for objects that can be linked together
205with the 'connected' field and controls wether the object should 285by the I<connected> field and controls wether the object should
206be activated when the connection is 'pushed' or it is 'released'. 286be activated when the connection is 'pushed' or it is 'released'.
207 287
288What 'pushed' and 'released' means depends on the object that
289activates the connection.
290
208This flag is by default on. 291This flag is by default on.
209 292
210=item FLAG_ACTIVATE_ON_RELEASE 293=item FLAG_ACTIVATE_ON_RELEASE
211 294
212This flag has only meaning for objects that can be linked together 295This flag has only meaning for objects that can be linked together
213with the 'connected' field and controls wether the object should 296by the I<connected> field and controls wether the object should
214be activated when the connection is 'pushed' or it is 'released'. 297be activated when the connection is 'pushed' or it is 'released'.
215 298
299What 'pushed' and 'released' means depends on the object that
300activates the connection.
301
216This flag is by default on. 302This flag is by default on.
217 303
218=item FLAG_NO_STEAL 304=item FLAG_NO_STEAL
219 305
220When this flag is set this object can't be stolen. The flag will be 306When this flag is set this object can't be stolen. The flag will be
221resetted once the object is placed on a map. 307reset once the object is placed on a map.
222 308
223When this flag is set on a monster it can defent attempts of stealing 309When 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
228This flag is mostly used internal and prevents unidentified objects 314This 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
230skills. 316multiple times by skills.
231 317
232This flag is used to mark objects to never being identified by a skill 318This flag is used to mark objects which were unsuccessfully identified by a
233once a player failed to identify an object. So that multiple tries 319players skill. So that multiple tries of identifying aren't more effective than
234of identifying aren't more effective than one. 320one.
235 321
236=item FLAG_REFLECTING 322=item FLAG_REFLECTING
237 323
238This flag is used by spell effects, LIGHTNING, THROWN_OBJ and ARROW 324This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
239to indicate whether this object reflects off walls. 325to indicate whether this object reflects off walls.
240 326
241=item FLAG_REFL_SPELL 327=item FLAG_REFL_SPELL
242 328
243This flag indicates whether something reflects spells, like spell reflecting 329This flag indicates whether something reflects spells, like spell reflecting
244amuletts. 330amuletts.
245 331
246=back 332=item FLAG_IS_LIGHTABLE
247 333
248=head2 Description of type specific attributes 334This flag indicates whether a B<LIGHTER> can light this object. See also the
335description of the B<LIGHTER> type. How easy you can light an item depends
336partially on the material of the object.
337
338=item FLAG_MONSTER
339
340Enables NPC behaviour in general (both monster AI and friendly AI). Numerous fields
341change their meaning, including:
342
343=over 4
344
345=item I<wis>
346
347Governs the "wake-up radius" - the radius within a monster detects an enemy.
348
349Also, I<wis> governs pathfinding intelligence: 8 and up means the monster
350will partake in basic smell finding. 10 and up additionally spreads smell
351knowledge, and 15 and up additionally will try to perturb the path as to
352find shortcuts.
353
354=back
355
356=back
357
358=head2 Description of type specific fields and behaviour
249 359
250The beginning of the headers of the following subsection 360The beginning of the headers of the following subsection
251are the server internal names for the objects types, see include/define.h. 361are 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
255This type is implemented by the transport extension and has currently no special 365This type is implemented by the transport extension and has currently no special
256attributes that affect it. 366fields 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
260Rods contain spells and can be fired by a player. 370Rods 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
266This attribute is used for calculating the spell level that can be fired 376This field is used for calculating the spell level that can be fired
267with this rod, it's also the maximum level of the spell that can be fired. 377with this rod, it's also the maximum level of the spell that can be fired.
268The level of the spell that is being fired depends mostly on 378The level of the spell that is being fired depends mostly on
269the 'use magic item' skill level of the player and 1/10 of the level of the 379the 'use magic item' skill level of the player and 1/10 of the level of the
270rod is added as bonus. 380rod is added as bonus.
271 381
272=item hp <number> 382=item I<hp> <number>
273 383
274The amount of spellpoints this rod has left. 384The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
385maxhp/10> per tick.
275 386
276=item maxhp <number> 387=item I<maxhp> <number>
277 388
278The maximum amount of spellpoints this rod has. 389The maximum amount of spellpoints this rod has.
279 390
280=item skill <skill name> 391=item I<skill> <skill name>
281 392
282This field determines which skill you need to apply this object. 393This 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
288This type of objects are for random treasure generation in maps. 399This type of objects are for random treasure generation in maps.
289If this object is applied by a player it will replace itself with it's 400If this object is applied by a player it will replace itself with it's
290inventory. If it is automatically applied 401inventory. If it is automatically applied
291generate a treasure and replace itself with the generated treasure. 402generate a treasure and replace itself with the generated treasure.
293Chests are also of this type, their treasures are generated by 404Chests are also of this type, their treasures are generated by
294the auto apply code on map instantiation. 405the 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
300The number of treasures to generate. 411The number of treasures to generate.
301 412
302=item exp <level> 413=item I<exp> <level>
303 414
304If FLAG_AUTO_APPLY is not set the exp field has no further meaning 415If FLAG_AUTO_APPLY is not set the exp field has no further meaning
305and the difficulty for the treasurecode only depends on the maps difficulty, 416and the difficulty for the treasurecode only depends on the maps difficulty,
306otherwise the exp field has the following meaning: 417otherwise the exp field has the following meaning:
307 418
310worth a treasure is or what bonuses it is given by the treasure code. 421worth a treasure is or what bonuses it is given by the treasure code.
311 422
312If this field is not set or 0 the difficulty of the map is passed to the treasure 423If this field is not set or 0 the difficulty of the map is passed to the treasure
313generation code. 424generation code.
314 425
315=item randomitems <treasurelist> 426=item I<randomitems> <treasurelist>
316 427
317The treasurelist to use to generate the treasure which is put in the 428The treasurelist to use to generate the treasure which is put in the
318treasure objects inventory. 429treasure 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
324These objects contain a spell and will emit it on apply, which most 435These objects contain a spell and will emit it on apply, which most
325of the time has the meaning of 'drinking'. 436of the time has the meaning of 'drinking'.
326 437
327If no resistancy field, stat field or attacktype is set and no spell 438If no resistancy field, stat field or attacktype is set and no spell
332If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion 443If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
333will yield an explosion and hurt the player. 444will 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
339These stat fields determine how many stat points the player gets 450These stat fields determine how many stat points the player gets
340when he applies this potion. 451when he applies this potion.
341 452
342If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 453If 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
346If this field is set and the randomitems field is not set 457If this field is set and the randomitems field is not set
347the field is interpreted as spell number, please look the right 458the field is interpreted as spell number, please look the right
348number up in common/loader.C. 459number up in common/loader.C.
349 460
350If this field is set the randomitems field will be unset by the 461If this field is set the randomitems field will be unset by the
351map loading code. 462map loading code.
352 463
353=item attacktype <attacktype> 464=item I<attacktype> <attacktype>
354 465
355This field has some special meaning in potions, currently the 466This field has some special meaning in potions, currently the
356bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 467bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
357restoration potion or improvement potion. 468restoration potion or improvement potion.
358See include/attackinc.h for the bits of these types. 469See include/attackinc.h for the bits of these types.
359 470
360If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION 471If AT_DEPLETE is set the player will be restored and the "depletion"
361will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED 472will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
362set the player will be drained a random stat by inserting an ARCH_DEPLETION 473set the player will be drained a random stat by inserting an "depletion"
363into him. 474into him.
364 475
365If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 476If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
366When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 477When 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
370If this stat is set and no spell is in the potion the potion 481If this stat is set and no spell is in the potion the potion
371will create a force that give the player this specific resistancy. 482will create a force that give the player this specific resistancy.
372The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 483The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
373and the potion will last 10 times longer than the default force archetype 484and the potion will last 10 times longer than the default force archetype
374FORCE_NAME (at the moment of this writing spell/force.arc). 485FORCE_NAME (at the moment of this writing spell/force.arc).
375 486
376=item randomitems <treasurelist> 487=item I<randomitems> <treasurelist>
377 488
378The inventory/spell of the potion will be created by calling the treasure code 489The inventory/spell of the potion will be created by calling the treasure code
379with the treasurelist specified here. (I guess it's highly undefined what 490with the treasurelist specified here. (I guess it's highly undefined what
380happens if there is not a spell in the potions inventory). 491happens 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
384When this object is applied an instance of <archetype> will be created. 495When 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
388see include/spells.h for possible potion subtypes, there are currently 4: 499see include/spells.h for possible potion subtypes, there are currently 4:
389 500
390=over 4 501=over 4
391 502
394Unused, default behaiour of a potion. 505Unused, default behaiour of a potion.
395 506
396=item POT_DUST 507=item POT_DUST
397 508
398This potion can be thrown to cast the spell that it has in it's inventory, 509This potion can be thrown to cast the spell that it has in it's inventory,
399the behaviour is not defined if there is not a spell in the inventory and the 510the behaviour is not defined if there is not a B<SPELL> in the inventory and the
400server will log an error. 511server will log an error.
401 512
402=item POT_FIGURINE 513=item POT_FIGURINE
403 514
404Unused, default behaiour of a potion. 515Unused, 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
416This is for objects that are representing general eatables like 527This is for objects that are representing general eatables like
417beef or bread. 528beef or bread.
418 529
419The main difference between FOOD, FLESH and DRINK is that they 530The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
420give different messages. 531give different messages.
421 532
422The specialty of FLESH is that it inherits the resistancies of the 533The specialty of B<FLESH> is that it inherits the resistancies of the
423monsters it was generated in and will let dragons raise their resistancies 534monsters it was generated in and will let dragons raise their resistancies
424with that. If the monster has the POISON attacktype the FLESH 535with that. If the monster has the B<POISON> attacktype the B<FLESH>
425will change into POISON. 536will change into B<POISON>.
426 537
427If a player runs low on food he will grab for FOOD, DRINK and POISON 538If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
428and if he doesn't find any of that he will start eating FLESH. 539and 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
434If the food has a title or is cursed it is considered 'special', which means that the 545If the food has B<title> set or is cursed it is considered 'special', which
435fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp 546means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
436are interpreted and have further effects on the player. 547I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
548on the player.
437 549
438The higher the food field is the longer the improvement of the player lasts 550The 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
443This is the amount of food points the player gets when he eats this. 555This 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
447When this object is applied an instance of <archetype> will be created. 559When 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
453This type is for objects that can poison the player when drinking. 565This type is for objects that can poison the player when he drinks/applies it.
454When applied it will hit the attacked with AT_POISON and will create 566When applied it will hit the attacked with AT_POISON and will create
455a POISONING object in the one who was hit. 567a 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
461This field affects the propability of poisoning. The higher the level difference 573This field affects the probability of poisoning. The higher the level difference
462between the one who is hit and the poision the mose propable it is the attacked 574between the one who is hit and the poision the more probable it is the attacked
463one will be poisoned. 575one will be poisoned.
464 576
465=item slaying <race> 577=item I<slaying> <race>
466 578
467On poison this field has the usual meaning of 'slaying', when the 579This field has the usual meaning of 'slaying', when the
468ones race matches the slaying field the damage done by the poison 580poisoned's race matches the I<slaying> field the damage done by the poison
469is multiplied by 3. 581is multiplied by 3.
470 582
471=item hp <number> 583=item I<hp> <number>
472 584
473This is the amount of damage the player will receive from applying this. The 585This is the amount of damage the player will receive from applying this. The
474attacktype AT_POISON will be used to hit the player and the damage will 586attacktype AT_POISON will be used to hit the player and the damage will
475determine the strenght, duration and depletion of stats of the poisoning. The 587determine the strenght, duration and depletion of stats of the poisoning. The
476created POISONING object which is being placed in the one who was attacked will 588created B<POISONING> object which is being placed in the one who was attacked will
477get the damage from this field (which is maybe adjusted by slaying or the 589get the damage from this field (which is maybe adjusted by slaying or the
478resistancies). 590resistancies).
479 591
480=item food <number> 592=item I<food> <number>
481 593
4821/4 of <number> will be drained from the players food. 5941/4 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
486When this object is applied an instance of <archetype> will be created. 598When 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
492This type is basically for representing text books in the game. 604This type is basically for representing text books in the game.
493 605
494Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). 606Reading 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
500This is the contents of the book. When this field is unset 612This is the contents of the book. When this field is unset
501at treasure generation a random text will be inserted. 613at treasure generation a random text will be inserted.
502 614
503=item skill <skill name> 615=item I<skill> <skill name>
504 616
505The skill required to read this book. (The most resonable 617The skill required to read this book. (The most resonable
506skill would be literacy). 618skill would be literacy).
507 619
508=item exp <number> 620=item I<exp> <number>
509 621
510The experience points the player get for reading this book. 622The experience points the player get for reading this book.
511 623
512=item subtype <readable subtype> 624=item I<subtype> <readable subtype>
513 625
514This field determines the type of the readable. 626This field determines the type of the readable.
515Please see common/readable.C in the readable_message_types table. 627Please 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
521This type of objects just display the time when being applied. 633This 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
525This is a spell effect of a moving bolt. It moves straigt forward 637This is a spell effect of a moving bolt. It moves straigt forward
526through the map until something blocks it. 638through the map until something blocks it.
527If FLAG_REFLECTING is set it even reflects on walls. 639If FLAG_REFLECTING is set it even reflects on walls.
528 640
529FLAG_IS_TURNABLE should be set on these objects. 641FLAG_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
647This field affects the move type with which the lightning moves through
648the map and which map cells will reflect or block it.
649
650=item I<attacktype> <attacktype>
534 651
535The attacktype with which it hits the objects on the map. 652The attacktype with which it hits the objects on the map.
536 653
537=item dam <number> 654=item I<dam> <number>
538 655
539The damage this bolt inflicts when it hits objects on the map. 656The damage this bolt inflicts when it hits objects on the map.
540 657
541=item Dex <number> 658=item I<Dex> <number>
542 659
543This is the fork percentage, it is reduced by 10 per fork. 660This is the fork percentage, it is reduced by 10 per fork.
544And the damage is halved on each fork. 661And the I<dam> field is halved on each fork.
545 662
546=item Con <number> 663=item I<Con> (internal)
547 664
548This value is a percentage of which the forking lightning 665This value is a percentage of which the forking lightning
549is deflected to the left. This value should be mostly used internally. 666is deflected to the left. This value should be mostly used internally.
550 667
551=item duration <number> 668=item I<duration> <number>
552 669
553The duration the bolt stays on a map cell. This field is decreased each time 670The duration the bolt stays on a map cell. This field is decreased each time
554the object is processed (see the meaning of speed and speed_left fields in 671the object is processed (see the meaning of I<speed> and I<speed_left> fields in
555the object general description). 672the generic object field description).
556 673
557=item range <number> 674=item I<range> <number>
558 675
559This is the range of the bolt, each space it advances this field is decreased. 676This 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
682This is the type for objects that represent projectiles like arrows.
683The movement of B<THROWN_OBJ>s behave similar to this type.
684
685Flying arrows are stopped either when they hit something blocking
686(I<move_block>) or something which is alive.
687If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
688set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
689damage with a small chance which is affected by the I<level> field of the arrow.
690
691If FLAG_REFLECTING is set on the arrow it will bounce off everything
692that is not alive and blocks it's movement.
693
694When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
695fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
696the object, to restore them once the arrow has been stopped.
697
698=over 4
699
700=item I<dam> <number>
701
702The amount of damage that is being done to the victim that gets hit.
703This field is recomputed when the arrow is fired and will consist
704of the sum of a damage bonus (see description of the B<BOW> type),
705the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
706and the arrows I<magic> field.
707
708=item I<wc> <number>
709
710The weapon class of the arrow, which has effect on the probability of hitting.
711
712It 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
717When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
718level is not added.
719
720wc_mod is dependend on the fire mode of the bow. For a more detailed
721explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
722
723=item I<magic> <number>
724
725This field is added to the damage of the arrow when it is shot and
726will also improve it's I<speed> by 1/5 of it's value.
727
728=item I<attacktype> <attacktype>
729
730Bitfield which decides the attacktype of the damage, see include/attackinc.h
731On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
732
733=item I<level> <number> (interally used)
734
735The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
736see above in the B<ARROW> description.
737
738The I<level> is set when the arrow is fired to either the skill level or the
739shooters level.
740
741=item I<speed> <number> (internal)
742
743This field shouldn't be set directly in the archetype, the arrow will get it's
744I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
745arrow will be stopped immediatly.
746
747On fireing the I<speed> of the arrow is computed of 1/5 of the
748sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
749of the bows I<dam> field is added to the I<speed> of the arrow.
750
751The minimum I<speed> of an arrow is 1.0.
752
753While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
754
755If the I<speed> is above 10.0 it goes straight through the creature it hits and
756its I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
757stopped and either stuck into the victim (see I<weight> field description) or
758put on its map square (if it didn't break, see description of the I<food> field).
759
760=item I<weight> <number>
761
762This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
763the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
764
765=item I<food> <number>
766
767The breaking percentage. 100 (%) means: breaks on usage for sure.
768
769=item I<inventory> (internal)
770
771If the flying/moving object has something in it's inventory and it stops, it
772will be replaced with it's inventory. Otherwise it will be handled as usual,
773which means: it will be calculated whether the arrow breaks and it will be
774reset for reuse.
775
776=item I<slaying> <string>
777
778When the bow that fires this arrow has it's I<slaying> field set it is copied
779to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
780
781=item I<move_type> <movetype> (internally used)
782
783This field is set when the arrow is shot to MOVE_FLY_LOW.
784
785=item I<move_on> <movetype> (internally used)
786
787This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
788
789=item I<race> <string>
790
791The I<race> field is a unique key that assigns arrows, bows and quivers. When
792shooting an arrow the bows I<race> is used to search for arrows (which have the
793same I<race> as the bow) in the players inventory and will recursively search in
794the 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
800TODO, but take into account B<ARROW> description above!
801
564=head3 WEAPON - type 15 - Weapons 802=head3 B<WEAPON> - type 15 - Weapons
565 803
566This type is for general hack and slash weapons like swords, maces 804This type is for general hack and slash weapons like swords, maces
567and daggers and and .... 805and 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
573decides what attackmessages are generated, see include/define.h 811decides what attackmessages are generated, see include/define.h
574 812
575=item attacktype <bitmask> 813=item I<attacktype> <bitmask>
576 814
577bitfield which decides the attacktype of the damage, see include/attackinc.h 815bitfield which decides the attacktype of the damage, see include/attackinc.h
578 816
579=item dam <number> 817=item I<dam> <number>
580 818
581amount of damage being done with the attacktype 819amount of damage being done with the attacktype
582 820
583=item item_power <level> 821=item I<item_power> <level>
584 822
585the itempower of this weapon. 823the itempower of this weapon.
586 824
587=item name 825=item I<name>
588 826
589the name of the weapon. 827the name of the weapon.
590 828
591=item level (internal) 829=item I<level> (internal)
592 830
593The improvement state of the weapon. 831The improvement state of the weapon.
594If this field is greater than 0 the 'name' field starts with the 832If this field is greater than 0 the I<name> field starts with the
595characters name who improved this weapon. 833characters name who improved this weapon.
596 834
597=item last_eat (internal) 835=item I<last_eat> (internal)
598 836
599seems to be the amount of improvements of a weapon, 837This seems to be the amount of improvements of a weapon,
600the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 838the 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
606the weapon speed (see magic description) 844the weapon speed (see magic description)
607 845
608=item food <number> 846=item I<food> <number>
609 847
610addition to food regeneration of the player 848addition to food regeneration of the player
611 849
612=item hp <number> 850=item I<hp> <number>
613 851
614addition to health regeneration 852addition to health regeneration
615 853
616=item sp <number> 854=item I<sp> <number>
617 855
618addition to mana regeneration 856addition to mana regeneration
619 857
620=item grace <number> 858=item I<grace> <number>
621 859
622addititon to grace regeneration 860addititon to grace regeneration
623 861
624=item gen_sp_armour <number> 862=item I<gen_sp_armour> <number>
625 863
626the players gen_sp_armour field (which is per default 10) is added the <number> amount. 864the players I<gen_sp_armour> field (which is per default 10) is being added the
627gen_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
628is multiplied: gen_sp *= 10/<number> 866do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
629meaning: values > 10 of gen_sp_armour limits the amout of regenerated 867I<gen_sp_armour> limits the amout of regenerated spellpoints.
630spellpoints.
631 868
632generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 869Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
633sp regeneration. 870I<sp> regeneration.
634 871
635=item body_<body slot/part> 872=item I<body_BODYSLOT>
636 873
637the part of the body you need to use this weapon, possible values should be 874The part/slot of the body you need to use this weapon, possible values for
638looked up in common/item.C at body_locations. 875C<BODYSLOT> should be looked up in common/item.C at body_locations.
639 876
640=item resist_<resistnacy> <number> 877The value (in the range C<-7..7>) gives the number of those body slots
878used up by the item (if negative) or the number of body slots this object
879has (if positive, e.g. for monsters or players). The special value C<0>
880indicates that this object cannot equip items requiring these body slots.
881
882=item I<resist_RESISTANCY> <number>
641 883
642this is the factor with which the difference of the players resistancy and 100% 884this is the factor with which the difference of the players resistancy and 100%
643is multiplied, something like this: 885is multiplied, something like this:
644 886
645 additional_resistancy = (100 - current_resistanct) * (<number>/100) 887 additional_resistancy = (100 - current_resistancy) * (<number>/100)
646 888
647if <number> is negative it is added to the total vulnerabilities, 889if <number> is negative it is added to the total vulnerabilities,
648and later the total resistance is decided by: 890and 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
652see also common/living.C:fix_player 894see also common/living.C:fix_player.
653 895
654=item patch_(attuned|repelled|denied) 896=item I<path_(attuned|repelled|denied)>
655 897
656this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 898this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
657for the pathes. 899for the pathes.
658 900
659=item luck <number> 901=item I<luck> <number>
660 902
661this luck is added to the players luck 903this luck is added to the players I<luck>
662 904
663=item move_type 905=item I<move_type>
664 906
665if the weapon has a move_type set the player inherits it's move_type 907if 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
669the added_speed and bonus_speed of the player is raised by <number>/3. 911the added_speed and bonus_speed of the player is raised by <number>/3.
670if <number> < 0 then the added_speed is decreased by <number> 912if <number> < 0 then the added_speed is decreased by <number>
671 913
672=item weight 914=item I<weight>
673 915
674the weight of the weapon 916the weight of the weapon
675 917
676=item magic 918=item I<magic>
677 919
678the magic field affects the amounts of the following fields: 920the 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
691the amount of ac points the player's ac is decreased 933the 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
695the amount of wc points the player's wc is decreased 937the 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
954These type are mostly used for monsters, they give the
955monster the ability to dissapear after 10 hits with AT_DRAIN.
956
957=over 4
958
959=item I<value> <number>
960
961This field stores the hits the monster did yet.
962
963=back
964
965=head3 B<CREATOR> - type 42 - Object creators
966
967Once 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
969named in the other_arch slot).
970
971If FLAG_LIVESAFE is set the number of uses is unlimited.
972
973=over 4
974
975=item I<hp> <number>
976
977If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
978be used.
979
980=item I<speed> <float>
981
982If I<speed> is set the creator will create an object periodically,
983see I<speed> and I<speed_left> fields in the general object field description
984for more details.
985
986=item I<slaying> <string>
987
988If set the generated object's name and title will be set to this.
989
990=item I<other_arch> <string>
991
992If the inventory of the creator is empty new objects will be derived from the
993archetype named by <string>.
994
995=item I<connected> <number>
996
997See 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
712See FOOD description. 1003See B<FOOD> description.
713 1004
714=head3 CHECK_INV - type 64 - Inventory checkers 1005=head3 B<CHECK_INV> - type 64 - Inventory checkers
715 1006
716This object checks whether the player has a specific item in his 1007This object checks whether the player has a specific item in his
717inventory when he moves above the inventory checker. If the player has 1008inventory when he moves above the inventory checker. If the player has
718the item (or not, which can be controlled with a flag) a connection will be triggered. 1009the item (or not, which can be controlled with a flag) a connection will be triggered.
719 1010
720If you set move_block you can deny players and monsters to reach the space where 1011If you set I<move_block> you can deny players and monsters to reach the space where
721the inventory checker is on, see 'move_block' description below. 1012the inventory checker is on, see I<move_block> description below.
722 1013
723The conditions specified by hp, slaying and race are concationated with OR. 1014The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
724So matching one of those conditions is enough. 1015So 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
730If you set this field to block a movetype the move code will block any moves 1021If you set this field to block a movetype the move code will block any moves
731onto the space with the inventory checker, IF the moving object doesn't have 1022onto 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
736If last_sp is 1 'having' the item that is being checked for will 1027If I<last_sp> is 1 'having' the item that is being checked for will
737activate the connection or make the space with the checker non-blocking. 1028activate the connection or make the space with the checker non-blocking.
738If last_sp is 0 'not having' the item will activate the connection 1029If I<last_sp> is 0 'not having' the item will activate the connection
739or make the space with the checker non-blocking. 1030or 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
743If last_heal is 1 the matching item will be removed if the inventory checker 1034If I<last_heal> is 1 the matching item will be removed if the inventory checker
744activates a connection and finds the item in the inventory. 1035activates 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
750If this field is not 0 the inventory checker will search for an object 1041If this field is not 0 the inventory checker will search for an object
751with the type id <number>. 1042with the type id <number>.
752 1043
753=item slaying <string> 1044=item I<slaying> <string>
754 1045
755If this field is set the inventory checker will search for an object that 1046If this field is set the inventory checker will search for an object that
756has the same string in the slaying field (for example a key string of a key). 1047has 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
760If this field is set the inventory checker will search for an object which 1051If this field is set the inventory checker will search for an object which
761has the archetype name that matches <string>. 1052has the archetype name that matches <string>.
762 1053
763=item connected <connection id> 1054=item I<connected> <connection id>
764 1055
765This is the connection that will be activated. 1056This is the connection that will be activated. The connection is
1057'pushed' when someone enters the space with the inventory checker,
1058and it is 'released' when he leaves it.
766 1059
767=back 1060See also the description of the I<connected> field in the generic object field
1061section.
768 1062
1063=back
1064
1065=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1066
1067speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1068changes.
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
771See FOOD description. 1083See B<FOOD> description.
772 1084
1085=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1086
1087A type for any object that has no special behaviour.
1088
1089=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1090
1091This type of objects multiplies objects that are above it when it is activated.
1092You can even multiply by 0, which will destroy the object.
1093
1094=over 4
1095
1096=item I<level> <number>
1097
1098The multiplicator, if set to 0 or lower it will destroy the objects above it.
1099
1100=item I<other_arch> <string>
1101
1102The archetype name of the objects that should be multiplied.
1103
1104=item I<connected> <number>
1105
1106See generic object field description.
1107
1108=back
1109
773=head3 HOLE - type 94 - Holes 1110=head3 B<HOLE> - type 94 - Holes
774 1111
775Holes are holes in the ground where objects can fall through. When the hole 1112B<HOLE>s are holes in the ground where objects can fall through. When the hole
776opens and/or is completly open all objects above it fall through (more 1113opens and/or is completly open all objects above it fall through (more
777precisely: if their head is above the hole). 1114precisely: if their head is above the hole).
778 1115
1116When the B<HOLE> is activated it's speed is set to 0.5.
1117
779Trapdoors can only transfer the one who falls through to other coordinates 1118These holes can only transfer the one who falls through to other coordinates
780on the B<same> map. 1119on 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
786This field negates the state of the connection: When maxsp is 1 the pit will 1125This field negates the state of the connection: When maxsp is 1 the pit will
787open/close when the connection is deactivated. Otherwise it will open/close 1126open/close when the connection is deactivated. Otherwise it will open/close
788when the connection is activated. This field only has effect when the 1127when the connection is activated. This field only has effect when the
789connection is triggered. So if you put a closed hole on a map, and the 1128connection is triggered. So if you put a closed hole on a map, and the
790connection is deactivated, and maxsp is 1 the hole will remain closed until the 1129connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
791connection was triggered once. 1130connection was triggered once.
792 1131
793=item connected <connection id> 1132=item I<connected> <connection id>
794 1133
795This is the connection id, which lets the hole opening or closing when 1134This is the connection id, which lets the hole opening or closing when
796activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1135activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
797at which connection state the object is activated. 1136at which connection state the object is activated.
798 1137
799For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1138For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
800the connection is released. 1139the connection is released.
801 1140
802=item wc <number> (internal) 1141=item I<wc> <number> (internal)
803 1142
804This is an internal flag. If it is greater than 0 it means that the hole is not 1143This is an internal field. If it is greater than 0 it means that the hole is not
805yet fully open. More preciesly: this field is the animation-step and if it is 1144yet fully open. More preciesly: this field is the animation-step and if it is
806set to the 'closed' step of the animation the hole is closed and if it is on 1145set to the 'closed' step of the animation the hole is closed and if it is on
807the 'open' animation step (wc = 0), the hole is open. 1146the 'open' animation step (I<wc> = 0), the hole is open.
808 1147
809=item sp <number> 1148=item I<sp> <number>
810 1149
811The destination y coordinates on the same map. 1150The destination y coordinates on the same map.
812 1151
813=item hp <number> 1152=item I<hp> <number>
814 1153
815The destination x coordinates on the same map. 1154The 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
821This type is doing the actual damage to the ones who were attacked 1160This type is doing the actual damage to the ones who were attacked
822via AT_POISON (or drank POISON). 1161via AT_POISON (or drank B<POISON>).
823 1162
824The duration is handled via the FLAG_IS_USED_UP mechanism (please look 1163The duration is handled via the FLAG_IS_USED_UP mechanism (please look
825there for details). 1164there for details).
826 1165
827=over 4 1166=over 4
828 1167
829=item dam <number> 1168=item I<dam> <number>
830 1169
831Each time the poisoning is processed (which is determined by the speed and speed_left 1170Each time the poisoning is proccessed (which is determined by the I<speed> and
832fields, see the general object attributes above) it hits the player with 1171I<speed_left> fields, see the general object fields description above) it hits
833<number> damage and the AT_INTERNAL attacktype (means: it will simply 1172the player with <number> damage and the AT_INTERNAL attacktype (means: it will
834hit the player with no strings attached). 1173simply hit the player with no strings attached).
835 1174
836=item food <number> 1175=item I<food> <number>
837 1176
838Just a note: The posion is removed when food == 1 and not when 1177Just a note: The posioning is removed if I<food> == 1 and not if
839the whole duration is up, because the POISONING code has to remove 1178the whole I<duration> is up, because the B<POISONING> code has to remove
840the poison-effects from the player before the FLAG_IS_USED_UP mechanism 1179the poison-effects from the player before the FLAG_IS_USED_UP mechanism
841deletes the POISONING object. 1180deletes 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
847Forces are a very 'thin' type. They don't have much behaviour other than 1186Forces are a very 'thin' type. They don't have much behaviour other than
848disappearing after a time and/or affecting the player if they are in his 1187disappearing after a time and/or affecting the player if they are in his
849inventory. 1188inventory.
850 1189
851Forces only take effect on the player if they have set FLAG_APPLIED. 1190Forces only take effect on the player if they have FLAG_APPLIED set.
852 1191
853Whether the duration field is processed or not a tick is controlled via the 1192Whether the I<duration> field is processed or not per tick is controlled by the
854speed and speed_left field. Look above at the generic description of these 1193I<speed> and I<speed_left> fields. Look above in the generic object field description.
855fields.
856 1194
857NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field 1195NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
858like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches 1196interpreter like described in the description of the FLAG_IS_USED_UP flag.
8590 before duration and FLAG_APPLIED is set, the force will last for 'duration'. 1197BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
860If the FLAG_APPLIED is not set the force is removed when food reaches 0. 1198will still last for I<duration>. If the FLAG_APPLIED is not set the force is
861Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. 1199removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1200have 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
867While this field is greater than 0 the force/object is not destroyed. It is 1206While this field is greater than 0 the force/object is not destroyed. It is
868decreased each tick by 1. 1207decreased each tick by 1.
869 1208
870If it reaches 0 the force/object is destroyed. 1209If it reaches 0 the force/object is destroyed.
873FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1212FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
874what happens then. 1213what 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
880This object is generated by the POTION code when the potion is a resistance 1219This object is generated by the B<POTION> code when the potion is a resistance
881giving potion. It has mainly the same behaviour as a FORCE. 1220giving potion. It has mainly the same behaviour as a B<FORCE>.
882 1221
883The specialty of the potion effect is that the resistancy it gives is absolute, 1222The specialty of the potion effect is that the resistancy it gives is absolute,
884so if you drin a resistancy potion of fire+60 you will get 60% resistancy to 1223so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
885fire. 1224fire.
886 1225
887Multiple potion effects only give you the maximum of their resistancy. 1226Multiple potion effects only give you the maximum of their resistancy.

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