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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>, B<HORN> - type 3, 35 - 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. Recharges at a rate of C<1 +
381maxhp/10> per tick.
382
383=item I<maxhp> <number>
384
385The maximum amount of spellpoints this rod has.
386
387=item I<skill> <skill name>
388
389This field determines which skill you need to apply this object.
390
391=back
392
393=head3 B<TREASURE> - type 4 - Treasures
394
395This type of objects are for random treasure generation in maps.
396If this object is applied by a player it will replace itself with it's
397inventory. If it is automatically applied
398generate a treasure and replace itself with the generated treasure.
399
400Chests are also of this type, their treasures are generated by
401the auto apply code on map instantiation.
402
403=over 4
404
405=item I<hp> <number>
406
407The number of treasures to generate.
408
409=item I<exp> <level>
410
411If FLAG_AUTO_APPLY is not set the exp field has no further meaning
412and the difficulty for the treasurecode only depends on the maps difficulty,
413otherwise the exp field has the following meaning:
414
415If this field is not 0 it is passed as the difficulty
416to the treasure generation code to determine how good, how much
417worth a treasure is or what bonuses it is given by the treasure code.
418
419If this field is not set or 0 the difficulty of the map is passed to the treasure
420generation code.
421
422=item I<randomitems> <treasurelist>
423
424The treasurelist to use to generate the treasure which is put in the
425treasure objects inventory.
426
427=back
428
429=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
430
431These objects contain a spell and will emit it on apply, which most
432of the time has the meaning of 'drinking'.
433
434If no resistancy field, stat field or attacktype is set and no spell
435is put in the potion by the sp field or the randomitems the
436potion will become an artifact and the artifact code decides which kind
437of potion will be generated.
438
439If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
440will yield an explosion and hurt the player.
441
442=over 4
443
444=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
445
446These stat fields determine how many stat points the player gets
447when he applies this potion.
448
449If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
450
451=item I<sp> <number>
452
453If this field is set and the randomitems field is not set
454the field is interpreted as spell number, please look the right
455number up in common/loader.C.
456
457If this field is set the randomitems field will be unset by the
458map loading code.
459
460=item I<attacktype> <attacktype>
461
462This field has some special meaning in potions, currently the
463bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
464restoration potion or improvement potion.
465See include/attackinc.h for the bits of these types.
466
467If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
468will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
469set the player will be drained a random stat by inserting an ARCH_DEPLETION
470into him.
471
472If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
473When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
474
475=item I<resist_RESISTANCY> <number>
476
477If this stat is set and no spell is in the potion the potion
478will create a force that give the player this specific resistancy.
479The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
480and the potion will last 10 times longer than the default force archetype
481FORCE_NAME (at the moment of this writing spell/force.arc).
482
483=item I<randomitems> <treasurelist>
484
485The inventory/spell of the potion will be created by calling the treasure code
486with the treasurelist specified here. (I guess it's highly undefined what
487happens if there is not a spell in the potions inventory).
488
489=item I<on_use_yield> <archetype>
490
491When this object is applied an instance of <archetype> will be created.
492
493=item I<subtypes> <potion subtype>
494
495see include/spells.h for possible potion subtypes, there are currently 4:
496
497=over 4
498
499=item POT_SPELL
500
501Unused, default behaiour of a potion.
502
503=item POT_DUST
504
505This potion can be thrown to cast the spell that it has in it's inventory,
506the behaviour is not defined if there is not a B<SPELL> in the inventory and the
507server will log an error.
508
509=item POT_FIGURINE
510
511Unused, default behaiour of a potion.
512
513=item POT_BALM
514
515Unused, default behaiour of a potion.
516
517=back
518
519=back
520
521=head3 B<FOOD> - type 6 - Eatable stuff
522
523This is for objects that are representing general eatables like
524beef or bread.
525
526The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
527give different messages.
528
529The specialty of B<FLESH> is that it inherits the resistancies of the
530monsters it was generated in and will let dragons raise their resistancies
531with that. If the monster has the B<POISON> attacktype the B<FLESH>
532will change into B<POISON>.
533
534If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
535and if he doesn't find any of that he will start eating B<FLESH>.
536
537=over 4
538
539=item I<title> <string>
540
541If the food has B<title> set or is cursed it is considered 'special', which
542means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
543I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
544on the player.
545
546The higher the I<food> field is the longer the improvement of the player lasts
547(except for I<hp> and I<sp>).
548
549=item I<food> <number>
550
551This is the amount of food points the player gets when he eats this.
552
553=item I<on_use_yield> <archetype>
554
555When this object is applied an instance of <archetype> will be created.
556
557=back
558
559=head3 B<POISON> - type 7 - Poisonous stuff
560
561This type is for objects that can poison the player when he drinks/applies it.
562When applied it will hit the attacked with AT_POISON and will create
563a B<POISONING> object in the one who was hit.
564
565=over 4
566
567=item I<level> <number>
568
569This field affects the propability of poisoning. The higher the level difference
570between the one who is hit and the poision the more propable it is the attacked
571one will be poisoned.
572
573=item I<slaying> <race>
574
575This field has the usual meaning of 'slaying', when the
576poisoned's race matches the I<slaying> field the damage done by the poison
577is multiplied by 3.
578
579=item I<hp> <number>
580
581This is the amount of damage the player will receive from applying this. The
582attacktype AT_POISON will be used to hit the player and the damage will
583determine the strenght, duration and depletion of stats of the poisoning. The
584created B<POISONING> object which is being placed in the one who was attacked will
585get the damage from this field (which is maybe adjusted by slaying or the
586resistancies).
587
588=item I<food> <number>
589
5901/4 of <number> will be drained from the players I<food>.
591
592=item I<on_use_yield> <archetype>
593
594When this object is applied an instance of <archetype> will be created.
595
596=back
597
598=head3 B<BOOK> - type 8 - Readable books
599
600This type is basically for representing text books in the game.
601
602Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
603
604=over 4
605
606=item I<msg> <text>
607
608This is the contents of the book. When this field is unset
609at treasure generation a random text will be inserted.
610
611=item I<skill> <skill name>
612
613The skill required to read this book. (The most resonable
614skill would be literacy).
615
616=item I<exp> <number>
617
618The experience points the player get for reading this book.
619
620=item I<subtype> <readable subtype>
621
622This field determines the type of the readable.
623Please see common/readable.C in the readable_message_types table.
624
625=back
626
627=head3 B<CLOCK> - type 9 - Clocks
628
629This type of objects just display the time when being applied.
630
631=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
632
633This is a spell effect of a moving bolt. It moves straigt forward
634through the map until something blocks it.
635If FLAG_REFLECTING is set it even reflects on walls.
636
637FLAG_IS_TURNABLE should be set on these objects.
638
639=over 4
640
641=item I<move_type> <movetype>
642
643This field affects the move type with which the lightning moves through
644the map and which map cells will reflect or block it.
645
646=item I<attacktype> <attacktype>
647
648The attacktype with which it hits the objects on the map.
649
650=item I<dam> <number>
651
652The damage this bolt inflicts when it hits objects on the map.
653
654=item I<Dex> <number>
655
656This is the fork percentage, it is reduced by 10 per fork.
657And the I<dam> field is halved on each fork.
658
659=item I<Con> (internal)
660
661This value is a percentage of which the forking lightning
662is deflected to the left. This value should be mostly used internally.
663
664=item I<duration> <number>
665
666The duration the bolt stays on a map cell. This field is decreased each time
667the object is processed (see the meaning of I<speed> and I<speed_left> fields in
668the generic object field description).
669
670=item I<range> <number>
671
672This is the range of the bolt, each space it advances this field is decreased.
673
674=back
675
676=head3 B<ARROW> - type 13 - Arrows
677
678This is the type for objects that represent projectiles like arrows.
679The movement of B<THROWN_OBJ>s behave similar to this type.
680
681Flying arrows are stopped either when they hit something blocking
682(I<move_block>) or something which is alive.
683If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
684set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
685damage with a small chance which is affected by the I<level> field of the arrow.
686
687If FLAG_REFLECTING is set on the arrow it will bounce off everything
688that is not alive and blocks it's movement.
689
690When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
691fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
692the object, to restore them once the arrow has been stopped.
693
694=over 4
695
696=item I<dam> <number>
697
698The amount of damage that is being done to the victim that gets hit.
699This field is recomputed when the arrow is fired and will consist
700of the sum of a damage bonus (see description of the B<BOW> type),
701the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
702and the arrows I<magic> field.
703
704=item I<wc> <number>
705
706The weapon class of the arrow, which has effect on the propability of hitting.
707
708It is recomputed when the arrow is being fired by this formula:
709
710 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
711 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
712
713When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
714level is not added.
715
716wc_mod is dependend on the fire mode of the bow. For a more detailed
717explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
718
719=item I<magic> <number>
720
721This field is added to the damage of the arrow when it is shot and
722will also improve it's I<speed> by 1/5 of it's value.
723
724=item I<attacktype> <attacktype>
725
726Bitfield which decides the attacktype of the damage, see include/attackinc.h
727On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
728
729=item I<level> <number> (interally used)
730
731The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
732see above in the B<ARROW> description.
733
734The I<level> is set when the arrow is fired to either the skill level or the
735shooters level.
736
737=item I<speed> <number> (internal)
738
739This field shouldn't be set directly in the archetype, the arrow will get it's
740I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
741arrow will be stopped immediatly.
742
743On fireing the I<speed> of the arrow is computed of 1/5 of the
744sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
745of the bows I<dam> field is added to the I<speed> of the arrow.
746
747The minimum I<speed> of an arrow is 1.0.
748
749While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
750
751If the I<speed> is above 10.0 it goes straight through the creature it hits and
752it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
753stopped and either sticked into the victim (see I<weight> field description) or
754put on it's map square (if it didn't break, see description of the I<food> field).
755
756=item I<weight> <number>
757
758This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
759the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
760
761=item I<food> <number>
762
763The breaking percentage. 100 (%) means: breaks on usage for sure.
764
765=item I<inventory> (internal)
766
767If the flying/moving object has something in it's inventory and it stops, it
768will be replaced with it's inventory. Otherwise it will be handled as usual,
769which means: it will be calculated whether the arrow breaks and it will be
770reset for reuse.
771
772=item I<slaying> <string>
773
774When the bow that fires this arrow has it's I<slaying> field set it is copied
775to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
776
777=item I<move_type> <movetype> (internally used)
778
779This field is set when the arrow is shot to MOVE_FLY_LOW.
780
781=item I<move_on> <movetype> (internally used)
782
783This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
784
785=item I<race> <string>
786
787The I<race> field is a unique key that assigns arrows, bows and quivers. When
788shooting an arrow the bows I<race> is used to search for arrows (which have the
789same I<race> as the bow) in the players inventory and will recursively search in
790the containers (which are applied and have the same I<race> as the bow and the arrow).
791
792=back
793
794=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
795
796TODO, but take into account B<ARROW> description above!
797
798=head3 B<WEAPON> - type 15 - Weapons
799
800This type is for general hack and slash weapons like swords, maces
801and daggers and and ....
802
803=over 4
804
805=item I<weapontype> <type id>
806
807decides what attackmessages are generated, see include/define.h
808
809=item I<attacktype> <bitmask>
810
811bitfield which decides the attacktype of the damage, see include/attackinc.h
812
813=item I<dam> <number>
814
815amount of damage being done with the attacktype
816
817=item I<item_power> <level>
818
819the itempower of this weapon.
820
821=item I<name>
822
823the name of the weapon.
824
825=item I<level> (internal)
826
827The improvement state of the weapon.
828If this field is greater than 0 the I<name> field starts with the
829characters name who improved this weapon.
830
831=item I<last_eat> (internal)
832
833This seems to be the amount of improvements of a weapon,
834the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
835
836 ((who->level / 5) + 5) >= op->last_eat
837
838=item I<last_sp>
839
840the weapon speed (see magic description)
841
842=item I<food> <number>
843
844addition to food regeneration of the player
845
846=item I<hp> <number>
847
848addition to health regeneration
849
850=item I<sp> <number>
851
852addition to mana regeneration
853
854=item I<grace> <number>
855
856addititon to grace regeneration
857
858=item I<gen_sp_armour> <number>
859
860the players I<gen_sp_armour> field (which is per default 10) is being added the
861<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
862do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
863I<gen_sp_armour> limits the amout of regenerated spellpoints.
864
865Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
866I<sp> regeneration.
867
868=item I<body_BODYSLOT>
869
870The part/slot of the body you need to use this weapon, possible values for
871C<BODYSLOT> should be looked up in common/item.C at body_locations.
872
873The value (in the range C<-7..7>) gives the number of those body slots
874used up by the item (if negative) or the number of body slots this object
875has (if positive, e.g. for monsters or players). The special value C<0>
876indicates that this object cannot equip items requiring these body slots.
877
878=item I<resist_RESISTANCY> <number>
879
880this is the factor with which the difference of the players resistancy and 100%
881is multiplied, something like this:
882
883 additional_resistancy = (100 - current_resistancy) * (<number>/100)
884
885if <number> is negative it is added to the total vulnerabilities,
886and later the total resistance is decided by:
887
888 'total resistance = total protections - total vulnerabilities'
889
890see also common/living.C:fix_player.
891
892=item I<path_(attuned|repelled|denied)>
893
894this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
895for the pathes.
896
897=item I<luck> <number>
898
899this luck is added to the players I<luck>
900
901=item I<move_type>
902
903if the weapon has a I<move_type> set the player inherits it's I<move_type>
904
905=item I<exp> <number>
906
907the added_speed and bonus_speed of the player is raised by <number>/3.
908if <number> < 0 then the added_speed is decreased by <number>
909
910=item I<weight>
911
912the weight of the weapon
913
914=item I<magic>
915
916the I<magic> field affects the amounts of the following fields:
917
918 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
919
920 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
921
922 - dam: the players dam is adjusted by: player->dam += (dam + magic)
923
924 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
925 (minium is 0)
926
927=item I<ac> <number>
928
929the amount of ac points the player's I<ac> is decreased when applying this object.
930
931=item I<wc> <number>
932
933the amount of wc points the player's I<wc> is decreased when applying this object.
934
935=back
936
937=head4 Player inherits following flags from weapons:
938
939 FLAG_LIFESAVE
940 FLAG_REFL_SPELL
941 FLAG_REFL_MISSILE
942 FLAG_STEALTH
943 FLAG_XRAYS
944 FLAG_BLIND
945 FLAG_SEE_IN_DARK
946 FLAG_UNDEAD
947
948=head3 B<GRIMREAPER> - type 28 - Grimreapers
949
950These type are mostly used for monsters, they give the
951monster the ability to dissapear after 10 hits with AT_DRAIN.
952
953=over 4
954
955=item I<value> <number>
956
957This field stores the hits the monster did yet.
958
959=back
960
961=head3 B<CREATOR> - type 42 - Object creators
962
963Once a creator is activated by a connection it creates a number of objects
964(cloned from it's inventory or a new object derived from the archetype
965named in the other_arch slot).
966
967If FLAG_LIVESAFE is set the number of uses is unlimited.
968
969=over 4
970
971=item I<hp> <number>
972
973If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
974be used.
975
976=item I<speed> <number>
977
978If I<speed> is set the creator will create an object periodically,
979see I<speed> and I<speed_left> fields in the general object field description
980for more details.
981
982=item I<slaying> <string>
983
984If set the generated object's name and title will be set to this.
985
986=item I<other_arch> <string>
987
988If the inventory of the creator is empty new objects will be derived from the
989archetype named by <string>.
990
991=item I<connected> <number>
992
993See generic object field description.
994
995=back
996
997=head3 B<DRINK> - type 54 - Drinkable stuff
998 1130
999See B<FOOD> description. 1131See B<FOOD> description.
1000 1132
1001=head3 B<CHECK_INV> - type 64 - Inventory checkers
1002
1003This object checks whether the player has a specific item in his
1004inventory when he moves above the inventory checker. If the player has
1005the item (or not, which can be controlled with a flag) a connection will be triggered.
1006
1007If you set I<move_block> you can deny players and monsters to reach the space where
1008the inventory checker is on, see I<move_block> description below.
1009
1010The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
1011So matching one of those conditions is enough.
1012
1013=over 4
1014
1015=item I<move_block> <move type bitmask>
1016
1017If you set this field to block a movetype the move code will block any moves
1018onto the space with the inventory checker, IF the moving object doesn't have
1019(or has - if I<last_sp> = 0) the item that the checker is searching for.
1020
1021=item I<last_sp> (0|1)
1022
1023If I<last_sp> is 1 'having' the item that is being checked for will
1024activate the connection or make the space with the checker non-blocking.
1025If I<last_sp> is 0 'not having' the item will activate the connection
1026or make the space with the checker non-blocking.
1027
1028=item I<last_heal> (0|1)
1029
1030If I<last_heal> is 1 the matching item will be removed if the inventory checker
1031activates a connection and finds the item in the inventory.
1032
1033(A inventory checker that blocks a space won't remove anything from inventories)
1034
1035=item I<hp> <number>
1036
1037If this field is not 0 the inventory checker will search for an object
1038with the type id <number>.
1039
1040=item I<slaying> <string>
1041
1042If this field is set the inventory checker will search for an object that
1043has the same string in the I<slaying> field (for example a key string of a key).
1044
1045=item I<race> <string>
1046
1047If this field is set the inventory checker will search for an object which
1048has the archetype name that matches <string>.
1049
1050=item I<connected> <connection id>
1051
1052This is the connection that will be activated. The connection is
1053'pushed' when someone enters the space with the inventory checker,
1054and it is 'released' when he leaves it.
1055
1056See also the description of the I<connected> field in the generic object field
1057section.
1058
1059=back
1060
1061=head3 B<FLESH> - type 72 - Organs and body parts
1062
1063See B<FOOD> description.
1064
1065=head3 B<MISC_OBJECT> - type 79 - Misc. objects 1133=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1066 1134
1067A type for any object that has no special behaviour. 1135A type for any object that has no special behaviour.
1068
1069=head3 B<LAMP> - type 82 - A lamp
1070
1071This object represents a lamp, that can be carried and switched
1072on and off and has a certain amount of fuel in it.
1073
1074A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1075Each of them should point at the other one with it's I<other_arch> field.
1076
1077See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1078
1079If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off
1080with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE.
1081
1082=over 4
1083
1084=item I<glow_radius> <number>
1085
1086The radius of the light that the lamp emits, see also I<glow_radius> in the
1087generic object flags description.
1088
1089=item I<speed> <number>
1090
1091If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1092lamp burns it's fuel (I<food>).
1093
1094Setting FLAG_CHANGING makes only sense on the archetype which represents
1095the 'on' state of the lamp.
1096
1097See also the description of FLAG_CHANGING.
1098
1099Lamps which have no FLAG_CHANGING set would also make sense and represent
1100lamps that never burn up.
1101
1102=item I<other_arch> <number>
1103
1104This is the field that points to the 'other' archetype which represents the
1105opposite state of the lamp. The newly from I<other_arch> derived object will
1106replace the current object and will get the value of I<food> of the replaced object.
1107
1108Rationale:
1109
1110When the lamp (on) is applied a new object is derived from the archetype
1111in I<other_arch> and the I<food> value is copied to it ('the fuel is
1112transferred'). The new lamp (off) object has to have a I<other_arch> field
1113which points to the archetype from which a lamp (on) can be derived.
1114
1115=item I<food> <number>
1116
1117This fields stands for the fuel of the lamp.
1118
1119=back
1120 1136
1121=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators 1137=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1122 1138
1123This 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.
1124You can even multiply by 0, which will destroy the object. 1140You can even multiply by 0, which will destroy the object.
1131 1147
1132=item I<other_arch> <string> 1148=item I<other_arch> <string>
1133 1149
1134The archetype name of the objects that should be multiplied. 1150The archetype name of the objects that should be multiplied.
1135 1151
1136=item I<connected> <number> 1152=item I<connected> <identifier>
1137 1153
1138See generic object field description. 1154See generic object field description.
1139 1155
1140=back 1156=back
1141 1157
1159when the connection is activated. This field only has effect when the 1175when the connection is activated. This field only has effect when the
1160connection 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
1161connection 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
1162connection was triggered once. 1178connection was triggered once.
1163 1179
1164=item I<connected> <connection id> 1180=item I<connected> <identifier>
1165 1181
1166This 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
1167activated. 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
1168at which connection state the object is activated. 1184at which connection state the object is activated.
1169 1185

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