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Revision 1.38 by root, Mon Apr 5 16:24:59 2010 UTC

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
33This document does explain the behaviour of the objects and the meaning of 33This document does explain the behaviour of the objects and the meaning of
34their fields in the server engine, which are derived from archetypes. 34their fields in the server engine, which are derived from archetypes.
35 35
36This is an example of an archetype: 36This is an example of an archetype:
37 37
38 Object button_trigger 38 object button_trigger
39 name button 39 name button
40 type 30 40 type 30
41 face button_sma.111 41 face button_sma.x11
42 anim 42 anim
43 button_sma.111 43 button_sma.x11
44 button_sma.112 44 button_sma.x12
45 mina 45 mina
46 is_animated 0 46 is_animated 0
47 exp 30 47 exp 30
48 no_pick 1 48 no_pick 1
49 walk_on 1 49 walk_on 1
111For non-player objects this field is not changed by server ticks. 111For non-player objects this field is not changed by server ticks.
112 112
113=item I<glow_radius> <number> 113=item I<glow_radius> <number>
114 114
115This field indicates how far an object glows. Default is a radius of 0 (no 115This field indicates how far an object glows. Default is a radius of 0 (no
116glowing at all). 116glowing at all). Negative glow radii darken areas - currently, negative
117glow radii are stronger than positive ones.
117 118
118=item I<speed> <number> 119=item I<speed> <float>
119 120
120If 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
121on 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!).
122 123
123If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed 124If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
124from 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.
125 126
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
126=item I<speed_left> <number> 131=item I<speed_left> <float>
127 132
128If 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
129active list (mostly means it's speed is also greater than 0): 134active list (mostly means it's speed is also greater than 0):
130 135
131 - speed_left is decreased by 1 136 - speed_left is decreased by 1
137 142
138This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED) 143This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
139the more seldom the object is processed. And the higher I<speed> is 144the more seldom the object is processed. And the higher I<speed> is
140the more often the object is processed. 145the more often the object is processed.
141 146
142=item I<connected> <number> 147=item I<connected> <identifier>
143 148
144When this field is set the object will be linked to a connection with the 149When this field is set the object will be linked to a connection with the
145id <number>. What happens when the connection is 'activated' depends on the 150same <identifier>. What happens when the connection is 'activated' depends on the
146type of the object. 151type of the object.
147 152
148FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control 153FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
149when to activate the object, see description of these below for further details. 154when to activate the object, see description of these below for further details.
150 155
263will be generated. 268will be generated.
264 269
265After the new object is created the I<hp> field from the old object is copied into 270After the new object is created the I<hp> field from the old object is copied into
266the new one. 271the new one.
267 272
268When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied
269to the new object.
270
271=item FLAG_IS_A_TEMPLATE (internal use) 273=item FLAG_IS_A_TEMPLATE (internal use)
272 274
273This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s, 275This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
274or 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.
275 277
300This flag is by default on. 302This flag is by default on.
301 303
302=item FLAG_NO_STEAL 304=item FLAG_NO_STEAL
303 305
304When 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
305resetted once the object is placed on a map. 307reset once the object is placed on a map.
306 308
307When 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
308(but in this context the flag is only used internally). 310(but in this context the flag is only used internally).
309 311
310=item FLAG_NO_SKILL_IDENT 312=item FLAG_NO_SKILL_IDENT
311 313
312This flag is mostly used internal and prevents unidentified objects 314This flag is mostly used internal and prevents unidentified objects
331 333
332This flag indicates whether a B<LIGHTER> can light this object. See also the 334This flag indicates whether a B<LIGHTER> can light this object. See also the
333description of the B<LIGHTER> type. How easy you can light an item depends 335description of the B<LIGHTER> type. How easy you can light an item depends
334partially on the material of the object. 336partially on the material of the object.
335 337
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
336=back 356=back
337 357
338=head2 Description of type specific fields and behaviour 358=head2 Description of type specific fields and behaviour
339 359
340The beginning of the headers of the following subsection 360The beginning of the headers of the following subsection
341are 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.
362
363=head3 B<TRANSPORT> - type 2 - Player transports
364
365This type is implemented by the transport extension and has currently no special
366fields that affect it.
367
368=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
369
370Rods contain spells and can be fired by a player.
371
372=over 4
373
374=item I<level> <number>
375
376This field is used for calculating the spell level that can be fired
377with this rod, it's also the maximum level of the spell that can be fired.
378The level of the spell that is being fired depends mostly on
379the 'use magic item' skill level of the player and 1/10 of the level of the
380rod is added as bonus.
381
382=item I<hp> <number>
383
384The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
385maxhp/10> per tick.
386
387=item I<maxhp> <number>
388
389The maximum amount of spellpoints this rod has.
390
391=item I<skill> <skill name>
392
393This field determines which skill you need to apply this object.
394
395=back
396
397=head3 B<TREASURE> - type 4 - Treasures
398
399This type of objects are for random treasure generation in maps.
400If this object is applied by a player it will replace itself with it's
401inventory. If it is automatically applied
402generate a treasure and replace itself with the generated treasure.
403
404Chests are also of this type, their treasures are generated by
405the auto apply code on map instantiation.
406
407=over 4
408
409=item I<hp> <number>
410
411The number of treasures to generate.
412
413=item I<exp> <level>
414
415If FLAG_AUTO_APPLY is not set the exp field has no further meaning
416and the difficulty for the treasurecode only depends on the maps difficulty,
417otherwise the exp field has the following meaning:
418
419If this field is not 0 it is passed as the difficulty
420to the treasure generation code to determine how good, how much
421worth a treasure is or what bonuses it is given by the treasure code.
422
423If this field is not set or 0 the difficulty of the map is passed to the treasure
424generation code.
425
426=item I<randomitems> <treasurelist>
427
428The treasurelist to use to generate the treasure which is put in the
429treasure objects inventory.
430
431=back
432
433=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
434
435These objects contain a spell and will emit it on apply, which most
436of the time has the meaning of 'drinking'.
437
438If no resistancy field, stat field or attacktype is set and no spell
439is put in the potion by the sp field or the randomitems the
440potion will become an artifact and the artifact code decides which kind
441of potion will be generated.
442
443If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
444will yield an explosion and hurt the player.
445
446=over 4
447
448=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
449
450These stat fields determine how many stat points the player gets
451when he applies this potion.
452
453If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
454
455=item I<sp> <number>
456
457If this field is set and the randomitems field is not set
458the field is interpreted as spell number, please look the right
459number up in common/loader.C.
460
461If this field is set the randomitems field will be unset by the
462map loading code.
463
464=item I<attacktype> <attacktype>
465
466This field has some special meaning in potions, currently the
467bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
468restoration potion or improvement potion.
469See include/attackinc.h for the bits of these types.
470
471If AT_DEPLETE is set the player will be restored and the "depletion"
472will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
473set the player will be drained a random stat by inserting an "depletion"
474into him.
475
476If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
477When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
478
479=item I<resist_RESISTANCY> <number>
480
481If this stat is set and no spell is in the potion the potion
482will create a force that give the player this specific resistancy.
483The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
484and the potion will last 10 times longer than the default force archetype
485FORCE_NAME (at the moment of this writing spell/force.arc).
486
487=item I<randomitems> <treasurelist>
488
489The inventory/spell of the potion will be created by calling the treasure code
490with the treasurelist specified here. (I guess it's highly undefined what
491happens if there is not a spell in the potions inventory).
492
493=item I<on_use_yield> <archetype>
494
495When this object is applied an instance of <archetype> will be created.
496
497=item I<subtypes> <potion subtype>
498
499see include/spells.h for possible potion subtypes, there are currently 4:
500
501=over 4
502
503=item POT_SPELL
504
505Unused, default behaiour of a potion.
506
507=item POT_DUST
508
509This potion can be thrown to cast the spell that it has in it's inventory,
510the behaviour is not defined if there is not a B<SPELL> in the inventory and the
511server will log an error.
512
513=item POT_FIGURINE
514
515Unused, default behaiour of a potion.
516
517=item POT_BALM
518
519Unused, default behaiour of a potion.
520
521=back
522
523=back
524
525=head3 B<FOOD> - type 6 - Edible stuff
526
527This is for objects that are representing general eatables like
528beef or bread.
529
530The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
531give different messages.
532
533The specialty of B<FLESH> is that it inherits the resistancies of the
534monsters it was generated in and will let dragons raise their resistancies
535with that. If the monster has the B<POISON> attacktype the B<FLESH>
536will change into B<POISON>.
537
538If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
539and if he doesn't find any of that he will start eating B<FLESH>.
540
541=over 4
542
543=item I<title> <string>
544
545If the food has B<title> set or is cursed it is considered 'special', which
546means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
547I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
548on the player.
549
550The higher the I<food> field is the longer the improvement of the player lasts
551(except for I<hp> and I<sp>).
552
553=item I<food> <number>
554
555This is the amount of food points the player gets when he eats this.
556
557=item I<on_use_yield> <archetype>
558
559When this object is applied an instance of <archetype> will be created.
560
561=back
562
563=head3 B<POISON> - type 7 - Poisonous stuff
564
565This type is for objects that can poison the player when he drinks/applies it.
566When applied it will hit the attacked with AT_POISON and will create
567a B<POISONING> object in the one who was hit.
568
569=over 4
570
571=item I<level> <number>
572
573This field affects the probability of poisoning. The higher the level difference
574between the one who is hit and the poision the more probable it is the attacked
575one will be poisoned.
576
577=item I<slaying> <race>
578
579This field has the usual meaning of 'slaying', when the
580poisoned's race matches the I<slaying> field the damage done by the poison
581is multiplied by 3.
582
583=item I<hp> <number>
584
585This is the amount of damage the player will receive from applying this. The
586attacktype AT_POISON will be used to hit the player and the damage will
587determine the strenght, duration and depletion of stats of the poisoning. The
588created B<POISONING> object which is being placed in the one who was attacked will
589get the damage from this field (which is maybe adjusted by slaying or the
590resistancies).
591
592=item I<food> <number>
593
5941/4 of <number> will be drained from the players I<food>.
595
596=item I<on_use_yield> <archetype>
597
598When this object is applied an instance of <archetype> will be created.
599
600=back
601
602=head3 B<BOOK> - type 8 - Readable books
603
604This type is basically for representing text books in the game.
605
606Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
607
608=over 4
609
610=item I<msg> <text>
611
612This is the contents of the book. When this field is unset
613at treasure generation a random text will be inserted.
614
615=item I<skill> <skill name>
616
617The skill required to read this book. (The most resonable
618skill would be literacy).
619
620=item I<exp> <number>
621
622The experience points the player get for reading this book.
623
624=item I<subtype> <readable subtype>
625
626This field determines the type of the readable.
627Please see common/readable.C in the readable_message_types table.
628
629=back
630
631=head3 B<CLOCK> - type 9 - Clocks
632
633This type of objects just display the time when being applied.
634
635=head3 B<VEIN> - type 10 - item veins for mining
636
637Provides a place to apply to mining skill to.
638
639=item I<other_arch> <archname>
640
641The architecture to create on a successful mine.
642
643=item I<food> <number>
644
645The number of items to produce from this vein.
646
647=item I<ac> <percentage>
648
649The base chance of getting an item.
650
651=item I<race> <identifier>
652
653Race of required extraction tools.
654
655=back
656
657=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
658
659This is a spell effect of a moving bolt. It moves straigt forward
660through the map until something blocks it.
661If FLAG_REFLECTING is set it even reflects on walls.
662
663FLAG_IS_TURNABLE should be set on these objects.
664
665=over 4
666
667=item I<move_type> <movetype>
668
669This field affects the move type with which the lightning moves through
670the map and which map cells will reflect or block it.
671
672=item I<attacktype> <attacktype>
673
674The attacktype with which it hits the objects on the map.
675
676=item I<dam> <number>
677
678The damage this bolt inflicts when it hits objects on the map.
679
680=item I<Dex> <number>
681
682This is the fork percentage, it is reduced by 10 per fork.
683And the I<dam> field is halved on each fork.
684
685=item I<Con> (internal)
686
687This value is a percentage of which the forking lightning
688is deflected to the left. This value should be mostly used internally.
689
690=item I<duration> <number>
691
692The duration the bolt stays on a map cell. This field is decreased each time
693the object is processed (see the meaning of I<speed> and I<speed_left> fields in
694the generic object field description).
695
696=item I<range> <number>
697
698This is the range of the bolt, each space it advances this field is decreased.
699
700=back
701
702=head3 B<ARROW> - type 13 - Arrows
703
704This is the type for objects that represent projectiles like arrows.
705The movement of B<THROWN_OBJ>s behave similar to this type.
706
707Flying arrows are stopped either when they hit something blocking
708(I<move_block>) or something which is alive.
709If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
710set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
711damage with a small chance which is affected by the I<level> field of the arrow.
712
713If FLAG_REFLECTING is set on the arrow it will bounce off everything
714that is not alive and blocks it's movement.
715
716When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
717fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
718the object, to restore them once the arrow has been stopped.
719
720=over 4
721
722=item I<dam> <number>
723
724The amount of damage that is being done to the victim that gets hit.
725This field is recomputed when the arrow is fired and will consist
726of the sum of a damage bonus (see description of the B<BOW> type),
727the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
728and the arrows I<magic> field.
729
730=item I<wc> <number>
731
732The weapon class of the arrow, which has effect on the probability of hitting.
733
734It is recomputed when the arrow is being fired by this formula:
735
736 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
737 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
738
739When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
740level is not added.
741
742wc_mod is dependend on the fire mode of the bow. For a more detailed
743explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
744
745=item I<magic> <number>
746
747This field is added to the damage of the arrow when it is shot and
748will also improve it's I<speed> by 1/5 of it's value.
749
750=item I<attacktype> <attacktype>
751
752Bitfield which decides the attacktype of the damage, see include/attackinc.h
753On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
754
755=item I<level> <number> (interally used)
756
757The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
758see above in the B<ARROW> description.
759
760The I<level> is set when the arrow is fired to either the skill level or the
761shooters level.
762
763=item I<speed> <number> (internal)
764
765This field shouldn't be set directly in the archetype, the arrow will get it's
766I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
767arrow will be stopped immediatly.
768
769On fireing the I<speed> of the arrow is computed of 1/5 of the
770sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
771of the bows I<dam> field is added to the I<speed> of the arrow.
772
773The minimum I<speed> of an arrow is 1.0.
774
775While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
776
777If the I<speed> is above 10.0 it goes straight through the creature it hits and
778its I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
779stopped and either stuck into the victim (see I<weight> field description) or
780put on its map square (if it didn't break, see description of the I<food> field).
781
782=item I<weight> <number>
783
784This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
785the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
786
787=item I<food> <number>
788
789The breaking percentage. 100 (%) means: breaks on usage for sure.
790
791=item I<inventory> (internal)
792
793If the flying/moving object has something in it's inventory and it stops, it
794will be replaced with it's inventory. Otherwise it will be handled as usual,
795which means: it will be calculated whether the arrow breaks and it will be
796reset for reuse.
797
798=item I<slaying> <string>
799
800When the bow that fires this arrow has it's I<slaying> field set it is copied
801to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
802
803=item I<move_type> <movetype> (internally used)
804
805This field is set when the arrow is shot to MOVE_FLY_LOW.
806
807=item I<move_on> <movetype> (internally used)
808
809This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
810
811=item I<race> <string>
812
813The I<race> field is a unique key that assigns arrows, bows and quivers. When
814shooting an arrow the bows I<race> is used to search for arrows (which have the
815same I<race> as the bow) in the players inventory and will recursively search in
816the containers (which are applied and have the same I<race> as the bow and the arrow).
817
818=back
819
820=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
821
822TODO, but take into account B<ARROW> description above!
823
824=head3 B<WEAPON> - type 15 - Weapons
825
826This type is for general hack and slash weapons like swords, maces
827and daggers and and ....
828
829=over 4
830
831=item I<weapontype> <type id>
832
833decides what attackmessages are generated, see include/define.h
834
835=item I<attacktype> <bitmask>
836
837bitfield which decides the attacktype of the damage, see include/attackinc.h
838
839=item I<dam> <number>
840
841amount of damage being done with the attacktype
842
843=item I<item_power> <level>
844
845the itempower of this weapon.
846
847=item I<name>
848
849the name of the weapon.
850
851=item I<level> (internal)
852
853The improvement state of the weapon.
854If this field is greater than 0 the I<name> field starts with the
855characters name who improved this weapon.
856
857=item I<last_eat> (internal)
858
859This seems to be the amount of improvements of a weapon,
860the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
861
862 ((who->level / 5) + 5) >= op->last_eat
863
864=item I<last_sp>
865
866the weapon speed (see magic description)
867
868=item I<food> <number>
869
870addition to food regeneration of the player
871
872=item I<hp> <number>
873
874addition to health regeneration
875
876=item I<sp> <number>
877
878addition to mana regeneration
879
880=item I<grace> <number>
881
882addititon to grace regeneration
883
884=item I<gen_sp_armour> <number>
885
886the players I<gen_sp_armour> field (which is per default 10) is being added the
887<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
888do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
889I<gen_sp_armour> limits the amout of regenerated spellpoints.
890
891Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
892I<sp> regeneration.
893
894=item I<body_BODYSLOT>
895
896The part/slot of the body you need to use this weapon, possible values for
897C<BODYSLOT> should be looked up in common/item.C at body_locations.
898
899The value (in the range C<-7..7>) gives the number of those body slots
900used up by the item (if negative) or the number of body slots this object
901has (if positive, e.g. for monsters or players). The special value C<0>
902indicates that this object cannot equip items requiring these body slots.
903
904=item I<resist_RESISTANCY> <number>
905
906this is the factor with which the difference of the players resistancy and 100%
907is multiplied, something like this:
908
909 additional_resistancy = (100 - current_resistancy) * (<number>/100)
910
911if <number> is negative it is added to the total vulnerabilities,
912and later the total resistance is decided by:
913
914 'total resistance = total protections - total vulnerabilities'
915
916see also common/living.C:fix_player.
917
918=item I<path_(attuned|repelled|denied)>
919
920this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
921for the pathes.
922
923=item I<luck> <number>
924
925this luck is added to the players I<luck>
926
927=item I<move_type>
928
929if the weapon has a I<move_type> set the player inherits it's I<move_type>
930
931=item I<exp> <number>
932
933the added_speed and bonus_speed of the player is raised by <number>/3.
934if <number> < 0 then the added_speed is decreased by <number>
935
936=item I<weight>
937
938the weight of the weapon
939
940=item I<magic>
941
942the I<magic> field affects the amounts of the following fields:
943
944 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
945
946 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
947
948 - dam: the players dam is adjusted by: player->dam += (dam + magic)
949
950 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
951 (minium is 0)
952
953=item I<ac> <number>
954
955the amount of ac points the player's I<ac> is decreased when applying this object.
956
957=item I<wc> <number>
958
959the amount of wc points the player's I<wc> is decreased when applying this object.
960
961=back
962
963=head4 Player inherits following flags from weapons:
964
965 FLAG_LIFESAVE
966 FLAG_REFL_SPELL
967 FLAG_REFL_MISSILE
968 FLAG_STEALTH
969 FLAG_XRAYS
970 FLAG_BLIND
971 FLAG_SEE_IN_DARK
972 FLAG_UNDEAD
973
974=head3 B<GRIMREAPER> - type 28 - Grimreapers
975
976These type are mostly used for monsters, they give the
977monster the ability to dissapear after 10 hits with AT_DRAIN.
978
979=over 4
980
981=item I<value> <number>
982
983This field stores the hits the monster did yet.
984
985=back
986
987=head3 B<CREATOR> - type 42 - Object creators
988
989Once a creator is activated by a connection it creates a number of objects
990(cloned from it's inventory or a new object derived from the archetype
991named in the other_arch slot).
992
993If FLAG_LIVESAFE is set the number of uses is unlimited.
994
995=over 4
996
997=item I<hp> <number>
998
999If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
1000be used.
1001
1002=item I<speed> <float>
1003
1004If I<speed> is set the creator will create an object periodically,
1005see I<speed> and I<speed_left> fields in the general object field description
1006for more details.
1007
1008=item I<slaying> <string>
1009
1010If set the generated object's name and title will be set to this.
1011
1012=item I<other_arch> <string>
1013
1014If the inventory of the creator is empty new objects will be derived from the
1015archetype named by <string>.
1016
1017=item I<connected> <identifier>
1018
1019See generic object field description.
1020
1021=back
1022
1023=head3 B<SKILL> - type 43 - Skills
1024
1025This type is basically for representing skills in the game.
1026
1027=over 4
1028
1029=item I<subtype> <skill number>
1030
1031=item I<skill> <string>
1032
1033The skill identifier used by other items, usually the skill name
1034
1035=item I<level> <percentage>
1036
1037not used?
1038
1039=item I<exp> <number>
1040
1041Base amount of experience in a skill, for skills not starting at zero.
1042
1043=item I<expmul> <float>
1044
1045Experience is multiplied by this factor.
1046
1047=back
1048
1049=head3 B<DRINK> - type 54 - Drinkable stuff
1050
1051See B<FOOD> description.
1052
1053=head3 B<CHECK_INV> - type 64 - Inventory checkers
1054
1055This object checks whether the player has a specific item in his
1056inventory when he moves above the inventory checker. If the player has
1057the item (or not, which can be controlled with a flag) a connection will be triggered.
1058
1059If you set I<move_block> you can deny players and monsters to reach the space where
1060the inventory checker is on, see I<move_block> description below.
1061
1062The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
1063So matching one of those conditions is enough.
1064
1065=over 4
1066
1067=item I<move_block> <move type bitmask>
1068
1069If you set this field to block a movetype the move code will block any moves
1070onto the space with the inventory checker, IF the moving object doesn't have
1071(or has - if I<last_sp> = 0) the item that the checker is searching for.
1072
1073=item I<last_sp> (0|1)
1074
1075If I<last_sp> is 1 'having' the item that is being checked for will
1076activate the connection or make the space with the checker non-blocking.
1077If I<last_sp> is 0 'not having' the item will activate the connection
1078or make the space with the checker non-blocking.
1079
1080=item I<last_heal> (0|1)
1081
1082If I<last_heal> is 1 the matching item will be removed if the inventory checker
1083activates a connection and finds the item in the inventory.
1084
1085(A inventory checker that blocks a space won't remove anything from inventories)
1086
1087=item I<hp> <number>
1088
1089If this field is not 0 the inventory checker will search for an object
1090with the type id <number>.
1091
1092=item I<slaying> <string>
1093
1094If this field is set the inventory checker will search for an object that
1095has the same string in the I<slaying> field (for example a key string of a key).
1096
1097=item I<race> <string>
1098
1099If this field is set the inventory checker will search for an object which
1100has the archetype name that matches <string>.
1101
1102=item I<connected> <identifier>
1103
1104This is the connection that will be activated. The connection is
1105'pushed' when someone enters the space with the inventory checker,
1106and it is 'released' when he leaves it.
1107
1108See also the description of the I<connected> field in the generic object
1109field section.
1110
1111=back
342 1112
343=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters 1113=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
344 1114
345speed == 0 for triggered mood changes, speed != 0 for non-triggered mood 1115speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
346changes. 1116changes.
354 who triggers the square. This setting 1124 who triggers the square. This setting
355 is not enabled for continous operation 1125 is not enabled for continous operation
356 5: 'destroy mons' destroy any monsters on this space 1126 5: 'destroy mons' destroy any monsters on this space
357 6: 'destroy pets' destroy friendly monsters on this space 1127 6: 'destroy pets' destroy friendly monsters on this space
358 1128
359=head3 B<TRANSPORT> - type 2 - Player transports 1129=head3 B<FLESH> - type 72 - Organs and body parts
360
361This type is implemented by the transport extension and has currently no special
362fields that affect it.
363
364=head3 B<ROD> - type 3 - Rods that fire spells
365
366Rods contain spells and can be fired by a player.
367
368=over 4
369
370=item I<level> <number>
371
372This field is used for calculating the spell level that can be fired
373with this rod, it's also the maximum level of the spell that can be fired.
374The level of the spell that is being fired depends mostly on
375the 'use magic item' skill level of the player and 1/10 of the level of the
376rod is added as bonus.
377
378=item I<hp> <number>
379
380The amount of spellpoints this rod has left.
381
382=item I<maxhp> <number>
383
384The maximum amount of spellpoints this rod has.
385
386=item I<skill> <skill name>
387
388This field determines which skill you need to apply this object.
389
390=back
391
392=head3 B<TREASURE> - type 4 - Treasures
393
394This type of objects are for random treasure generation in maps.
395If this object is applied by a player it will replace itself with it's
396inventory. If it is automatically applied
397generate a treasure and replace itself with the generated treasure.
398
399Chests are also of this type, their treasures are generated by
400the auto apply code on map instantiation.
401
402=over 4
403
404=item I<hp> <number>
405
406The number of treasures to generate.
407
408=item I<exp> <level>
409
410If FLAG_AUTO_APPLY is not set the exp field has no further meaning
411and the difficulty for the treasurecode only depends on the maps difficulty,
412otherwise the exp field has the following meaning:
413
414If this field is not 0 it is passed as the difficulty
415to the treasure generation code to determine how good, how much
416worth a treasure is or what bonuses it is given by the treasure code.
417
418If this field is not set or 0 the difficulty of the map is passed to the treasure
419generation code.
420
421=item I<randomitems> <treasurelist>
422
423The treasurelist to use to generate the treasure which is put in the
424treasure objects inventory.
425
426=back
427
428=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
429
430These objects contain a spell and will emit it on apply, which most
431of the time has the meaning of 'drinking'.
432
433If no resistancy field, stat field or attacktype is set and no spell
434is put in the potion by the sp field or the randomitems the
435potion will become an artifact and the artifact code decides which kind
436of potion will be generated.
437
438If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
439will yield an explosion and hurt the player.
440
441=over 4
442
443=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
444
445These stat fields determine how many stat points the player gets
446when he applies this potion.
447
448If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
449
450=item I<sp> <number>
451
452If this field is set and the randomitems field is not set
453the field is interpreted as spell number, please look the right
454number up in common/loader.C.
455
456If this field is set the randomitems field will be unset by the
457map loading code.
458
459=item I<attacktype> <attacktype>
460
461This field has some special meaning in potions, currently the
462bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
463restoration potion or improvement potion.
464See include/attackinc.h for the bits of these types.
465
466If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
467will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
468set the player will be drained a random stat by inserting an ARCH_DEPLETION
469into him.
470
471If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
472When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
473
474=item I<resist_RESISTANCY> <number>
475
476If this stat is set and no spell is in the potion the potion
477will create a force that give the player this specific resistancy.
478The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
479and the potion will last 10 times longer than the default force archetype
480FORCE_NAME (at the moment of this writing spell/force.arc).
481
482=item I<randomitems> <treasurelist>
483
484The inventory/spell of the potion will be created by calling the treasure code
485with the treasurelist specified here. (I guess it's highly undefined what
486happens if there is not a spell in the potions inventory).
487
488=item I<on_use_yield> <archetype>
489
490When this object is applied an instance of <archetype> will be created.
491
492=item I<subtypes> <potion subtype>
493
494see include/spells.h for possible potion subtypes, there are currently 4:
495
496=over 4
497
498=item POT_SPELL
499
500Unused, default behaiour of a potion.
501
502=item POT_DUST
503
504This potion can be thrown to cast the spell that it has in it's inventory,
505the behaviour is not defined if there is not a B<SPELL> in the inventory and the
506server will log an error.
507
508=item POT_FIGURINE
509
510Unused, default behaiour of a potion.
511
512=item POT_BALM
513
514Unused, default behaiour of a potion.
515
516=back
517
518=back
519
520=head3 B<FOOD> - type 6 - Eatable stuff
521
522This is for objects that are representing general eatables like
523beef or bread.
524
525The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
526give different messages.
527
528The specialty of B<FLESH> is that it inherits the resistancies of the
529monsters it was generated in and will let dragons raise their resistancies
530with that. If the monster has the B<POISON> attacktype the B<FLESH>
531will change into B<POISON>.
532
533If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
534and if he doesn't find any of that he will start eating B<FLESH>.
535
536=over 4
537
538=item I<title> <string>
539
540If the food has B<title> set or is cursed it is considered 'special', which
541means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
542I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
543on the player.
544
545The higher the I<food> field is the longer the improvement of the player lasts
546(except for I<hp> and I<sp>).
547
548=item I<food> <number>
549
550This is the amount of food points the player gets when he eats this.
551
552=item I<on_use_yield> <archetype>
553
554When this object is applied an instance of <archetype> will be created.
555
556=back
557
558=head3 B<POISON> - type 7 - Poisonous stuff
559
560This type is for objects that can poison the player when he drinks/applies it.
561When applied it will hit the attacked with AT_POISON and will create
562a B<POISONING> object in the one who was hit.
563
564=over 4
565
566=item I<level> <number>
567
568This field affects the propability of poisoning. The higher the level difference
569between the one who is hit and the poision the more propable it is the attacked
570one will be poisoned.
571
572=item I<slaying> <race>
573
574This field has the usual meaning of 'slaying', when the
575poisoned's race matches the I<slaying> field the damage done by the poison
576is multiplied by 3.
577
578=item I<hp> <number>
579
580This is the amount of damage the player will receive from applying this. The
581attacktype AT_POISON will be used to hit the player and the damage will
582determine the strenght, duration and depletion of stats of the poisoning. The
583created B<POISONING> object which is being placed in the one who was attacked will
584get the damage from this field (which is maybe adjusted by slaying or the
585resistancies).
586
587=item I<food> <number>
588
5891/4 of <number> will be drained from the players I<food>.
590
591=item I<on_use_yield> <archetype>
592
593When this object is applied an instance of <archetype> will be created.
594
595=back
596
597=head3 B<BOOK> - type 8 - Readable books
598
599This type is basically for representing text books in the game.
600
601Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
602
603=over 4
604
605=item I<msg> <text>
606
607This is the contents of the book. When this field is unset
608at treasure generation a random text will be inserted.
609
610=item I<skill> <skill name>
611
612The skill required to read this book. (The most resonable
613skill would be literacy).
614
615=item I<exp> <number>
616
617The experience points the player get for reading this book.
618
619=item I<subtype> <readable subtype>
620
621This field determines the type of the readable.
622Please see common/readable.C in the readable_message_types table.
623
624=back
625
626=head3 B<CLOCK> - type 9 - Clocks
627
628This type of objects just display the time when being applied.
629
630=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
631
632This is a spell effect of a moving bolt. It moves straigt forward
633through the map until something blocks it.
634If FLAG_REFLECTING is set it even reflects on walls.
635
636FLAG_IS_TURNABLE should be set on these objects.
637
638=over 4
639
640=item I<move_type> <movetype>
641
642This field affects the move type with which the lightning moves through
643the map and which map cells will reflect or block it.
644
645=item I<attacktype> <attacktype>
646
647The attacktype with which it hits the objects on the map.
648
649=item I<dam> <number>
650
651The damage this bolt inflicts when it hits objects on the map.
652
653=item I<Dex> <number>
654
655This is the fork percentage, it is reduced by 10 per fork.
656And the I<dam> field is halved on each fork.
657
658=item I<Con> (internal)
659
660This value is a percentage of which the forking lightning
661is deflected to the left. This value should be mostly used internally.
662
663=item I<duration> <number>
664
665The duration the bolt stays on a map cell. This field is decreased each time
666the object is processed (see the meaning of I<speed> and I<speed_left> fields in
667the generic object field description).
668
669=item I<range> <number>
670
671This is the range of the bolt, each space it advances this field is decreased.
672
673=back
674
675=head3 B<ARROW> - type 13 - Arrows
676
677This is the type for objects that represent projectiles like arrows.
678The movement of B<THROWN_OBJ>s behave similar to this type.
679
680Flying arrows are stopped either when they hit something blocking
681(I<move_block>) or something which is alive.
682If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
683set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
684damage with a small chance which is affected by the I<level> field of the arrow.
685
686If FLAG_REFLECTING is set on the arrow it will bounce off everything
687that is not alive and blocks it's movement.
688
689When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
690fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
691the object, to restore them once the arrow has been stopped.
692
693=over 4
694
695=item I<dam> <number>
696
697The amount of damage that is being done to the victim that gets hit.
698This field is recomputed when the arrow is fired and will consist
699of the sum of a damage bonus (see description of the B<BOW> type),
700the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
701and the arrows I<magic> field.
702
703=item I<wc> <number>
704
705The weapon class of the arrow, which has effect on the propability of hitting.
706
707It is recomputed when the arrow is being fired by this formula:
708
709 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
710 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
711
712When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
713level is not added.
714
715wc_mod is dependend on the fire mode of the bow. For a more detailed
716explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
717
718=item I<magic> <number>
719
720This field is added to the damage of the arrow when it is shot and
721will also improve it's I<speed> by 1/5 of it's value.
722
723=item I<attacktype> <attacktype>
724
725Bitfield which decides the attacktype of the damage, see include/attackinc.h
726On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
727
728=item I<level> <number> (interally used)
729
730The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
731see above in the B<ARROW> description.
732
733The I<level> is set when the arrow is fired to either the skill level or the
734shooters level.
735
736=item I<speed> <number> (internal)
737
738This field shouldn't be set directly in the archetype, the arrow will get it's
739I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
740arrow will be stopped immediatly.
741
742On fireing the I<speed> of the arrow is computed of 1/5 of the
743sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
744of the bows I<dam> field is added to the I<speed> of the arrow.
745
746The minimum I<speed> of an arrow is 1.0.
747
748While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
749
750If the I<speed> is above 10.0 it goes straight through the creature it hits and
751it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
752stopped and either sticked into the victim (see I<weight> field description) or
753put on it's map square (if it didn't break, see description of the I<food> field).
754
755=item I<weight> <number>
756
757This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
758the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
759
760=item I<food> <number>
761
762The breaking percentage. 100 (%) means: breaks on usage for sure.
763
764=item I<inventory> (internal)
765
766If the flying/moving object has something in it's inventory and it stops, it
767will be replaced with it's inventory. Otherwise it will be handled as usual,
768which means: it will be calculated whether the arrow breaks and it will be
769reset for reuse.
770
771=item I<slaying> <string>
772
773When the bow that fires this arrow has it's I<slaying> field set it is copied
774to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
775
776=item I<move_type> <movetype> (internally used)
777
778This field is set when the arrow is shot to MOVE_FLY_LOW.
779
780=item I<move_on> <movetype> (internally used)
781
782This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
783
784=item I<race> <string>
785
786The I<race> field is a unique key that assigns arrows, bows and quivers. When
787shooting an arrow the bows I<race> is used to search for arrows (which have the
788same I<race> as the bow) in the players inventory and will recursively search in
789the containers (which are applied and have the same I<race> as the bow and the arrow).
790
791=back
792
793=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
794
795TODO, but take into account B<ARROW> description above!
796
797=head3 B<WEAPON> - type 15 - Weapons
798
799This type is for general hack and slash weapons like swords, maces
800and daggers and and ....
801
802=over 4
803
804=item I<weapontype> <type id>
805
806decides what attackmessages are generated, see include/define.h
807
808=item I<attacktype> <bitmask>
809
810bitfield which decides the attacktype of the damage, see include/attackinc.h
811
812=item I<dam> <number>
813
814amount of damage being done with the attacktype
815
816=item I<item_power> <level>
817
818the itempower of this weapon.
819
820=item I<name>
821
822the name of the weapon.
823
824=item I<level> (internal)
825
826The improvement state of the weapon.
827If this field is greater than 0 the I<name> field starts with the
828characters name who improved this weapon.
829
830=item I<last_eat> (internal)
831
832This seems to be the amount of improvements of a weapon,
833the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
834
835 ((who->level / 5) + 5) >= op->last_eat
836
837=item I<last_sp>
838
839the weapon speed (see magic description)
840
841=item I<food> <number>
842
843addition to food regeneration of the player
844
845=item I<hp> <number>
846
847addition to health regeneration
848
849=item I<sp> <number>
850
851addition to mana regeneration
852
853=item I<grace> <number>
854
855addititon to grace regeneration
856
857=item I<gen_sp_armour> <number>
858
859the players I<gen_sp_armour> field (which is per default 10) is being added the
860<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
861do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
862I<gen_sp_armour> limits the amout of regenerated spellpoints.
863
864Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
865I<sp> regeneration.
866
867=item I<body_BODYSLOT>
868
869The part/slot of the body you need to use this weapon, possible values for
870C<BODYSLOT> should be looked up in common/item.C at body_locations.
871
872The value (in the range C<-7..7>) gives the number of those body slots
873used up by the item (if negative) or the number of body slots this object
874has (if positive, e.g. for monsters or players). The special value C<0>
875indicates that this object cannot equip items requiring these body slots.
876
877=item I<resist_RESISTANCY> <number>
878
879this is the factor with which the difference of the players resistancy and 100%
880is multiplied, something like this:
881
882 additional_resistancy = (100 - current_resistancy) * (<number>/100)
883
884if <number> is negative it is added to the total vulnerabilities,
885and later the total resistance is decided by:
886
887 'total resistance = total protections - total vulnerabilities'
888
889see also common/living.C:fix_player.
890
891=item I<path_(attuned|repelled|denied)>
892
893this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
894for the pathes.
895
896=item I<luck> <number>
897
898this luck is added to the players I<luck>
899
900=item I<move_type>
901
902if the weapon has a I<move_type> set the player inherits it's I<move_type>
903
904=item I<exp> <number>
905
906the added_speed and bonus_speed of the player is raised by <number>/3.
907if <number> < 0 then the added_speed is decreased by <number>
908
909=item I<weight>
910
911the weight of the weapon
912
913=item I<magic>
914
915the I<magic> field affects the amounts of the following fields:
916
917 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
918
919 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
920
921 - dam: the players dam is adjusted by: player->dam += (dam + magic)
922
923 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
924 (minium is 0)
925
926=item I<ac> <number>
927
928the amount of ac points the player's I<ac> is decreased when applying this object.
929
930=item I<wc> <number>
931
932the amount of wc points the player's I<wc> is decreased when applying this object.
933
934=back
935
936=head4 Player inherits following flags from weapons:
937
938 FLAG_LIFESAVE
939 FLAG_REFL_SPELL
940 FLAG_REFL_MISSILE
941 FLAG_STEALTH
942 FLAG_XRAYS
943 FLAG_BLIND
944 FLAG_SEE_IN_DARK
945 FLAG_UNDEAD
946
947=head3 B<GRIMREAPER> - type 28 - Grimreapers
948
949These type are mostly used for monsters, they give the
950monster the ability to dissapear after 10 hits with AT_DRAIN.
951
952=over 4
953
954=item I<value> <number>
955
956This field stores the hits the monster did yet.
957
958=back
959
960=head3 B<CREATOR> - type 42 - Object creators
961
962Once a creator is activated by a connection it creates a number of objects
963(cloned from it's inventory or a new object derived from the archetype
964named in the other_arch slot).
965
966If FLAG_LIVESAFE is set the number of uses is unlimited.
967
968=over 4
969
970=item I<hp> <number>
971
972If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
973be used.
974
975=item I<speed> <number>
976
977If I<speed> is set the creator will create an object periodically,
978see I<speed> and I<speed_left> fields in the general object field description
979for more details.
980
981=item I<slaying> <string>
982
983If set the generated object's name and title will be set to this.
984
985=item I<other_arch> <string>
986
987If the inventory of the creator is empty new objects will be derived from the
988archetype named by <string>.
989
990=item I<connected> <number>
991
992See generic object field description.
993
994=back
995
996=head3 B<DRINK> - type 54 - Drinkable stuff
997 1130
998See B<FOOD> description. 1131See B<FOOD> description.
999 1132
1000=head3 B<CHECK_INV> - type 64 - Inventory checkers
1001
1002This object checks whether the player has a specific item in his
1003inventory when he moves above the inventory checker. If the player has
1004the item (or not, which can be controlled with a flag) a connection will be triggered.
1005
1006If you set I<move_block> you can deny players and monsters to reach the space where
1007the inventory checker is on, see I<move_block> description below.
1008
1009The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
1010So matching one of those conditions is enough.
1011
1012=over 4
1013
1014=item I<move_block> <move type bitmask>
1015
1016If you set this field to block a movetype the move code will block any moves
1017onto the space with the inventory checker, IF the moving object doesn't have
1018(or has - if I<last_sp> = 0) the item that the checker is searching for.
1019
1020=item I<last_sp> (0|1)
1021
1022If I<last_sp> is 1 'having' the item that is being checked for will
1023activate the connection or make the space with the checker non-blocking.
1024If I<last_sp> is 0 'not having' the item will activate the connection
1025or make the space with the checker non-blocking.
1026
1027=item I<last_heal> (0|1)
1028
1029If I<last_heal> is 1 the matching item will be removed if the inventory checker
1030activates a connection and finds the item in the inventory.
1031
1032(A inventory checker that blocks a space won't remove anything from inventories)
1033
1034=item I<hp> <number>
1035
1036If this field is not 0 the inventory checker will search for an object
1037with the type id <number>.
1038
1039=item I<slaying> <string>
1040
1041If this field is set the inventory checker will search for an object that
1042has the same string in the I<slaying> field (for example a key string of a key).
1043
1044=item I<race> <string>
1045
1046If this field is set the inventory checker will search for an object which
1047has the archetype name that matches <string>.
1048
1049=item I<connected> <connection id>
1050
1051This is the connection that will be activated. The connection is
1052'pushed' when someone enters the space with the inventory checker,
1053and it is 'released' when he leaves it.
1054
1055See also the description of the I<connected> field in the generic object field
1056section.
1057
1058=back
1059
1060=head3 B<FLESH> - type 72 - Organs and body parts
1061
1062See B<FOOD> description.
1063
1064=head3 B<MISC_OBJECT> - type 79 - Misc. objects 1133=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1065 1134
1066A type for any object that has no special behaviour. 1135A type for any object that has no special behaviour.
1067
1068=head3 B<LAMP> - type 82 - A lamp
1069
1070This object represents a lamp, that can be carried and switched
1071on and off and has a certain amount of fuel in it.
1072
1073A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1074Each of them should point at the other one with it's I<other_arch> field.
1075
1076See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1077
1078If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off
1079with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE.
1080
1081=over 4
1082
1083=item I<glow_radius> <number>
1084
1085The radius of the light that the lamp emits, see also I<glow_radius> in the
1086generic object flags description.
1087
1088=item I<speed> <number>
1089
1090If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1091lamp burns it's fuel (I<food>).
1092
1093Setting FLAG_CHANGING makes only sense on the archetype which represents
1094the 'on' state of the lamp.
1095
1096See also the description of FLAG_CHANGING.
1097
1098Lamps which have no FLAG_CHANGING set would also make sense and represent
1099lamps that never burn up.
1100
1101=item I<other_arch> <number>
1102
1103This is the field that points to the 'other' archetype which represents the
1104opposite state of the lamp. The newly from I<other_arch> derived object will
1105replace the current object and will get the value of I<food> of the replaced object.
1106
1107Rationale:
1108
1109When the lamp (on) is applied a new object is derived from the archetype
1110in I<other_arch> and the I<food> value is copied to it ('the fuel is
1111transferred'). The new lamp (off) object has to have a I<other_arch> field
1112which points to the archetype from which a lamp (on) can be derived.
1113
1114=item I<food> <number>
1115
1116This fields stands for the fuel of the lamp.
1117
1118=back
1119 1136
1120=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators 1137=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1121 1138
1122This type of objects multiplies objects that are above it when it is activated. 1139This type of objects multiplies objects that are above it when it is activated.
1123You can even multiply by 0, which will destroy the object. 1140You can even multiply by 0, which will destroy the object.
1130 1147
1131=item I<other_arch> <string> 1148=item I<other_arch> <string>
1132 1149
1133The archetype name of the objects that should be multiplied. 1150The archetype name of the objects that should be multiplied.
1134 1151
1135=item I<connected> <number> 1152=item I<connected> <identifier>
1136 1153
1137See generic object field description. 1154See generic object field description.
1138 1155
1139=back 1156=back
1140 1157
1158when the connection is activated. This field only has effect when the 1175when the connection is activated. This field only has effect when the
1159connection is triggered. So if you put a closed hole on a map, and the 1176connection is triggered. So if you put a closed hole on a map, and the
1160connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the 1177connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1161connection was triggered once. 1178connection was triggered once.
1162 1179
1163=item I<connected> <connection id> 1180=item I<connected> <identifier>
1164 1181
1165This is the connection id, which lets the hole opening or closing when 1182This is the connection id, which lets the hole opening or closing when
1166activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1183activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1167at which connection state the object is activated. 1184at which connection state the object is activated.
1168 1185

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