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Revision 1.6 by elmex, Tue Dec 19 15:30:01 2006 UTC vs.
Revision 1.17 by elmex, Wed Dec 20 22:54:59 2006 UTC

7 7
8This documentation is in a sketchy state. It's mostly 8This documentation is in a sketchy state. It's mostly
9used to collect notes about the internal behaviour of the 9used to collect notes about the internal behaviour of the
10objects. 10objects.
11 11
12=head2 About the notation and terms
13
14The term 'archetype' stands for a collection of fields.
15The term 'object' stands for an archetype instance.
16The term 'field' is used for an object fields and archetype fields.
17
18Field names will be displayed like this: I<fieldname>
19
20Type names will be displayed like this: B<TYPENAME>
21
22Flag names will be displayer like this: FLAG_NAME
23
12=head2 About archetypes and objects 24=head2 About archetypes and objects
13 25
14Field denotes an attribute of an archetype. 26Archetypes are 'templates' of objects. If an object is derived
27from an archetype the object fields will be set to the corresponding
28fields in the archetype.
29
30When a map is instanciated (loaded), the 'object' description on the
31map are considered patches of the archetype.
32
33This document does explain the behaviour of the objects and the meaning of
34their fields in the server engine, which are derived from archetypes.
35
15This is an example of an archetype: 36This is an example of an archetype:
16 37
17 Object button_trigger 38 Object button_trigger
18 name button 39 name button
19 type 30 40 type 30
30 editable 48 51 editable 48
31 visibility 50 52 visibility 50
32 weight 1 53 weight 1
33 end 54 end
34 55
35This archetype has the name 'button_trigger' and the objects that 56The first B<field> is I<name>: 'button_trigger', which basically means that
36inherit from this archetype have the name 'button'. 57instances (objects) that are created/derived from this archetype have the
58name 'button' (which means that the field I<name> of the object will be set
59to the same value as the archetypes field I<name>).
37 60
38The next field 'type' decides the main behaviour of this archetype. 61The next field I<type> decides the behaviour of objects derived from this archetype.
39For a comprehensive list of types see include/define.h. For this case 62For a comprehensive list of types see include/define.h. For this case
40you might find a line like: 63you might find a line like:
41 64
42 #define TRIGGER_BUTTON        30 65 #define TRIGGER_BUTTON        30
43 66
44The server internally works with objects that 'inherit' attributes from 67The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED.
45an archetype. They have a similar set of attributes. 68For more information on this look in the Flags subsection in the next section
46 69
47The following documentation will also document the meaning of code internal 70The following documentation will also document the meaning of internal used
48attributes of objects. These attributes are marked as '(internal)' and can't 71fields of objects. These fields are marked as (internal) and can't
49or shouldn't be set by an archetype. If the internal names differs the 72or shouldn't be set by an archetype.
50external name (for the archetypes) for the attribute is written behind it.
51 73
52=head2 Description of generic archetype and object attributes 74=head2 Description of (mostly) generic object fields
53 75
54These are the fields that most of the objects have and/or their 76These are the fields that most of the objects have and/or their
55default behaviour. 77default behaviour.
56 78
57=over 4 79=over 4
58 80
59=item name <string> 81=item I<name> <string>
60 82
61The name of the object. 83The name of the object.
62 84
63=item name_pl <string> 85=item I<name_pl> <string>
64 86
65The name of a collection of these objects (the plural of the name). 87The name of a collection of these objects (the plural of the name).
66 88
67=item face <facename> 89=item I<face> <facename>
68 90
69The graphical appearance of this object. 91The graphical appearance of this object.
70 92
93=item I<x> <number>
94
95The x position of the object when it is on a map.
96
97=item I<y> <number>
98
99The y position of the object when it is on a map.
100
101=item I<map> (internal)
102
103The map the object is on.
104
71=item invisible <number> 105=item I<invisible> <number>
72 106
73If the <number> is greater than 0 the object is invisible. 107If the <number> is greater than 0 the object is invisible.
74For players this field reflects the duration of the invisibility 108For players this field reflects the duration of the invisibility
75and is decreased every tick by 1. 109and is decreased every tick by 1.
76 110
77For non-player objects this field is not changed by server ticks. 111For non-player objects this field is not changed by server ticks.
78 112
79=item speed <number> 113=item I<speed> <number>
80 114
81If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 115If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
82on the active object list and will be processed each tick (see also speed_left!). 116on the active object list and will be processed each tick (see also speed_left!).
83 117
84If the speed field drops below the MIN_ACTIVE_SPEED the object is removed 118If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
85from the active object list and it won't experience any processing per tick. 119from the active object list and it won't experience any processing per tick.
86 120
87=item speed_left <number> 121=item I<speed_left> <number>
88 122
89If this field is greater than 0 and the object is on the 123If this field is greater than 0 and the object is on the
90active list (mostly means it's speed is also greater than 0): 124active list (mostly means it's speed is also greater than 0):
91 125
92 - speed_left is decreased by 1 126 - speed_left is decreased by 1
93 - and this object is processed and experiences a server tick. 127 - and this object is processed and experiences a server tick.
94 128
95If the object is on the active list and speed_left is lower or 129If the object is on the active list and I<speed_left> is lower or
96equal to 0 the absolute value of the speed field is added to speed_left 130equal to 0 the absolute value of the I<speed> is added to I<speed_left>
97on the end of the tick. 131on the end of the tick.
98 132
133This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
134the more seldom the object is processed. And the higher I<speed> is
135the more often the object is processed.
136
137=item I<connected> <number>
138
139When this field is set the object will be linked to a connection with the
140id <number>. What happens when the connection is 'activated' depends on the
141type of the object.
142
143FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
144when to activate the object, see description of these below for further details.
145
99=item no_drop (0|1) 146=item I<no_drop> (0|1)
100 147
101Sets the flag FLAG_NO_DROP. 148Sets the flag FLAG_NO_DROP.
102See Flags section below. 149See Flags section below.
103 150
104=item applied (0|1) 151=item I<applied> (0|1)
105 152
106Sets the flag FLAG_APPLIED. 153Sets the flag FLAG_APPLIED.
107See Flags section below. 154See Flags section below.
108 155
109=item is_used_up (0|1) 156=item I<is_used_up> (0|1)
110 157
111Sets the flag FLAG_IS_USED_UP. 158Sets the flag FLAG_IS_USED_UP.
112See Flags section below. 159See Flags section below.
113 160
161=item I<changing> (0|1)
162
163Sets the flag FLAG_CHANGING.
164See Flags section below.
165
114=item auto_apply (0|1) 166=item I<auto_apply> (0|1)
115 167
116Sets the flag FLAG_AUTO_APPLY. 168Sets the flag FLAG_AUTO_APPLY.
117See Flags section below. 169See Flags section below.
118 170
171=item I<no_steal> (0|1)
172
173Sets the flag FLAG_NO_STEAL.
174See Flags section below.
175
176=item I<reflecting> (0|1)
177
178Sets the flag FLAG_REFLECTING.
179See Flags section below.
180
181=item I<reflect_spell> (0|1)
182
183Sets the flag FLAG_REFL_SPELL.
184See Flags section below.
185
186=item I<no_skill_ident> (0|1)
187
188Sets the flag FLAG_NO_SKILL_IDENT.
189See Flags section below.
190
119=item activate_on_push (0|1) (default: 1) 191=item I<activate_on_push> (0|1) (default: 1)
120 192
121Sets the flag FLAG_ACTIVATE_ON_PUSH. 193Sets the flag FLAG_ACTIVATE_ON_PUSH.
122See Flags section below. 194See Flags section below.
123 195
124=item activate_on_release (0|1) (default: 1) 196=item I<activate_on_release> (0|1) (default: 1)
125 197
126Sets the flag FLAG_ACTIVATE_ON_RELEASE. 198Sets the flag FLAG_ACTIVATE_ON_RELEASE.
127See Flags section below. 199See Flags section below.
128 200
129=item editable (more than deprecated) 201=item I<editable> (more than deprecated)
130 202
131This field had a special meaning for crossedit, which used parts 203This field had a special meaning for crossedit, which used parts
132of the server code for editing. Wherever you see this attribute being 204of the server code for editing. Wherever you see this field being
133set in an archetype ignore it and/or remove it. No code interprets this 205set in an archetype ignore it and/or remove it. No code interprets this
134field anymore. 206field anymore.
135 207
136=back 208=back
137 209
149 221
150This flag mostly states whether this object has been 'applied' by the player. 222This flag mostly states whether this object has been 'applied' by the player.
151For objects that are applied by the code or have this flag set in the archetype 223For objects that are applied by the code or have this flag set in the archetype
152it mostly means 'this object is active'. 224it mostly means 'this object is active'.
153 225
154For example the player adjustments of the hp/sp/grace fields and inheritance 226For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
155of flags from objects in his inventory is toggled by this flag. 227of flags from objects in his inventory is toggled by this flag.
156 228
157=item FLAG_IS_USED_UP 229=item FLAG_IS_USED_UP
158 230
159This flag controls whether an object is 'used up'. If it is set the 'food' field 231This flag controls whether an object is 'used up'. If it is set I<food>
160of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha 232is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
161it is removed.
162 233
163If also the flag FLAG_APPLIED is set, the 'duration' field controls whether 234If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
164this object is removed or not, see the Force type below for the meaning 235this object is removed or not, see the B<FORCE> type below for the meaning
165of the duration field in this context. 236of the duration field in this context.
166 237
167If FLAG_APPLIED is not set the object is destroyed. 238If FLAG_APPLIED is not set the object is destroyed.
168 239
240=item FLAG_CHANGING
241
242If the I<state> field of the object is 0 the object will be processed periodically
243(if I<speed> is set). If the I<state> field is 1 it won't be processed.
244
245This flag indicates that the object is changing into a different object.
246The object has to have the I<other_arch> field set. The object the changing object
247changes into is derived from the archetype in I<other_arch>.
248
249When the object does not have FLAG_ALIVE set the I<food> field will be decremented
250each time the object is processed, and if I<food> reaches 0 one new object will be generated.
251
252When the object has FLAG_ALIVE set the I<food> field is the number of objects that
253will be generated.
254
255After the new object is created the I<hp> field from the old object is copied into
256the new one.
257
258When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied
259to the new object.
260
169=item FLAG_IS_A_TEMPLATE (internal use) 261=item FLAG_IS_A_TEMPLATE (internal use)
170 262
171This flag is set on the inventory of generators like CREATORs and CONVERTERs, 263This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
172or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 264or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
173 265
174=item FLAG_AUTO_APPLY 266=item FLAG_AUTO_APPLY
175 267
176This flag has currently only meaning for the TREASURE type, see below. 268This flag has currently only meaning for the B<TREASURE> type, see below.
177 269
178=item FLAG_ACTIVATE_ON_PUSH 270=item FLAG_ACTIVATE_ON_PUSH
179 271
180This flag has only meaning for objects that can be linked together 272This flag has only meaning for objects that can be linked together
181with the 'connected' field and controls wether the object should 273by the I<connected> field and controls wether the object should
182be activated when the connection is 'pushed' or it is 'released'. 274be activated when the connection is 'pushed' or it is 'released'.
183 275
276What 'pushed' and 'released' means depends on the object that
277activates the connection.
278
184This flag is by default on. 279This flag is by default on.
185 280
186=item FLAG_ACTIVATE_ON_RELEASE 281=item FLAG_ACTIVATE_ON_RELEASE
187 282
188This flag has only meaning for objects that can be linked together 283This flag has only meaning for objects that can be linked together
189with the 'connected' field and controls wether the object should 284by the I<connected> field and controls wether the object should
190be activated when the connection is 'pushed' or it is 'released'. 285be activated when the connection is 'pushed' or it is 'released'.
191 286
287What 'pushed' and 'released' means depends on the object that
288activates the connection.
289
192This flag is by default on. 290This flag is by default on.
193 291
194=back 292=item FLAG_NO_STEAL
195 293
196=head2 Description of type specific attributes 294When this flag is set this object can't be stolen. The flag will be
295resetted once the object is placed on a map.
296
297When this flag is set on a monster it can defent attempts of stealing
298(but in this context the flag is only used internally).
299
300=item FLAG_NO_SKILL_IDENT
301
302This flag is mostly used internal and prevents unidentified objects
303(objects which don't have FLAG_IDENTIFIED set) being identified
304multiple times by skills.
305
306This flag is used to mark objects which were unsuccessfully identified by a
307players skill. So that multiple tries of identifying aren't more effective than
308one.
309
310=item FLAG_REFLECTING
311
312This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
313to indicate whether this object reflects off walls.
314
315=item FLAG_REFL_SPELL
316
317This flag indicates whether something reflects spells, like spell reflecting
318amuletts.
319
320=back
321
322=head2 Description of type specific fields and behaviour
197 323
198The beginning of the headers of the following subsection 324The beginning of the headers of the following subsection
199are the server internal names for the objects types, see include/define.h. 325are the server internal names for the objects types, see include/define.h.
200 326
201=head3 TRANSPORT - type 2 - Player transports 327=head3 B<TRANSPORT> - type 2 - Player transports
202 328
203This type is implemented by the transport extension and has currently no special 329This type is implemented by the transport extension and has currently no special
204attributes that affect it. 330fields that affect it.
205 331
206=head3 ROD - type 3 - Rods that fire spells 332=head3 B<ROD> - type 3 - Rods that fire spells
207 333
208Rods contain spells and can be fired by a player. 334Rods contain spells and can be fired by a player.
209 335
210=over 4 336=over 4
211 337
212=item level <number> 338=item I<level> <number>
213 339
214This attribute is used for calculating the spell level that can be fired 340This field is used for calculating the spell level that can be fired
215with this rod, it's also the maximum level of the spell that can be fired. 341with this rod, it's also the maximum level of the spell that can be fired.
216The level of the spell that is being fired depends mostly on 342The level of the spell that is being fired depends mostly on
217the 'use magic item' skill level of the player and 1/10 of the level of the 343the 'use magic item' skill level of the player and 1/10 of the level of the
218rod is added as bonus. 344rod is added as bonus.
219 345
220=item hp <number> 346=item I<hp> <number>
221 347
222The amount of spellpoints this rod has left. 348The amount of spellpoints this rod has left.
223 349
224=item maxhp <number> 350=item I<maxhp> <number>
225 351
226The maximum amount of spellpoints this rod has. 352The maximum amount of spellpoints this rod has.
227 353
228=item skill <skill name> 354=item I<skill> <skill name>
229 355
230This field determines which skill you need to apply this object. 356This field determines which skill you need to apply this object.
231 357
232=back 358=back
233 359
234=head3 TREASURE - type 4 - Treasures 360=head3 B<TREASURE> - type 4 - Treasures
235 361
236This type of objects are for random treasure generation in maps. 362This type of objects are for random treasure generation in maps.
237If this object is applied by a player it will replace itself with it's 363If this object is applied by a player it will replace itself with it's
238inventory. If it is automatically applied 364inventory. If it is automatically applied
239generate a treasure and replace itself with the generated treasure. 365generate a treasure and replace itself with the generated treasure.
241Chests are also of this type, their treasures are generated by 367Chests are also of this type, their treasures are generated by
242the auto apply code on map instantiation. 368the auto apply code on map instantiation.
243 369
244=over 4 370=over 4
245 371
246=item hp <number> 372=item I<hp> <number>
247 373
248The number of treasures to generate. 374The number of treasures to generate.
249 375
250=item exp <level> 376=item I<exp> <level>
251 377
252If FLAG_AUTO_APPLY is not set the exp field has no further meaning 378If FLAG_AUTO_APPLY is not set the exp field has no further meaning
253and the difficulty for the treasurecode only depends on the maps difficulty, 379and the difficulty for the treasurecode only depends on the maps difficulty,
254otherwise the exp field has the following meaning: 380otherwise the exp field has the following meaning:
255 381
258worth a treasure is or what bonuses it is given by the treasure code. 384worth a treasure is or what bonuses it is given by the treasure code.
259 385
260If this field is not set or 0 the difficulty of the map is passed to the treasure 386If this field is not set or 0 the difficulty of the map is passed to the treasure
261generation code. 387generation code.
262 388
263=item randomitems <treasurelist> 389=item I<randomitems> <treasurelist>
264 390
265The treasurelist to use to generate the treasure which is put in the 391The treasurelist to use to generate the treasure which is put in the
266treasure objects inventory. 392treasure objects inventory.
267 393
268=back 394=back
269 395
270=head3 POTION - type 5 - Potions for drinking and other nastynesses 396=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
271 397
272These objects contain a spell and will emit it on apply, which most 398These objects contain a spell and will emit it on apply, which most
273of the time has the meaning of 'drinking'. 399of the time has the meaning of 'drinking'.
274 400
275If no resistancy field, stat field or attacktype is set and no spell 401If no resistancy field, stat field or attacktype is set and no spell
280If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion 406If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
281will yield an explosion and hurt the player. 407will yield an explosion and hurt the player.
282 408
283=over 4 409=over 4
284 410
285=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 411=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
286 412
287These stat fields determine how many stat points the player gets 413These stat fields determine how many stat points the player gets
288when he applies this potion. 414when he applies this potion.
289 415
290If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 416If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
291 417
292=item sp <number> 418=item I<sp> <number>
293 419
294If this field is set and the randomitems field is not set 420If this field is set and the randomitems field is not set
295the field is interpreted as spell number, please look the right 421the field is interpreted as spell number, please look the right
296number up in common/loader.C. 422number up in common/loader.C.
297 423
298If this field is set the randomitems field will be unset by the 424If this field is set the randomitems field will be unset by the
299map loading code. 425map loading code.
300 426
301=item attacktype <attacktype> 427=item I<attacktype> <attacktype>
302 428
303This field has some special meaning in potions, currently the 429This field has some special meaning in potions, currently the
304bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 430bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
305restoration potion or improvement potion. 431restoration potion or improvement potion.
306See include/attackinc.h for the bits of these types. 432See include/attackinc.h for the bits of these types.
311into him. 437into him.
312 438
313If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 439If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
314When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 440When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
315 441
316=item resist_<resistancy> <number> 442=item I<resist_RESISTANCY> <number>
317 443
318If this stat is set and no spell is in the potion the potion 444If this stat is set and no spell is in the potion the potion
319will create a force that give the player this specific resistancy. 445will create a force that give the player this specific resistancy.
320The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 446The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
321and the potion will last 10 times longer than the default force archetype 447and the potion will last 10 times longer than the default force archetype
322FORCE_NAME (at the moment of this writing spell/force.arc). 448FORCE_NAME (at the moment of this writing spell/force.arc).
323 449
324=item randomitems <treasurelist> 450=item I<randomitems> <treasurelist>
325 451
326The inventory/spell of the potion will be created by calling the treasure code 452The inventory/spell of the potion will be created by calling the treasure code
327with the treasurelist specified here. (I guess it's highly undefined what 453with the treasurelist specified here. (I guess it's highly undefined what
328happens if there is not a spell in the potions inventory). 454happens if there is not a spell in the potions inventory).
329 455
330=item on_use_yield <archetype> 456=item I<on_use_yield> <archetype>
331 457
332When this object is applied this object will be created. 458When this object is applied an instance of <archetype> will be created.
333This field is also used by FOOD and POISON.
334 459
335=item subtypes <potion subtype> 460=item I<subtypes> <potion subtype>
336 461
337see include/spells.h for possible potion subtypes, there are currently 4: 462see include/spells.h for possible potion subtypes, there are currently 4:
338 463
339=over 4 464=over 4
340 465
343Unused, default behaiour of a potion. 468Unused, default behaiour of a potion.
344 469
345=item POT_DUST 470=item POT_DUST
346 471
347This potion can be thrown to cast the spell that it has in it's inventory, 472This potion can be thrown to cast the spell that it has in it's inventory,
348the behaviour is not defined if there is not a spell in the inventory and the 473the behaviour is not defined if there is not a B<SPELL> in the inventory and the
349server will log an error. 474server will log an error.
350 475
351=item POT_FIGURINE 476=item POT_FIGURINE
352 477
353Unused, default behaiour of a potion. 478Unused, default behaiour of a potion.
358 483
359=back 484=back
360 485
361=back 486=back
362 487
488=head3 B<FOOD> - type 6 - Eatable stuff
489
490This is for objects that are representing general eatables like
491beef or bread.
492
493The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
494give different messages.
495
496The specialty of B<FLESH> is that it inherits the resistancies of the
497monsters it was generated in and will let dragons raise their resistancies
498with that. If the monster has the B<POISON> attacktype the B<FLESH>
499will change into B<POISON>.
500
501If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
502and if he doesn't find any of that he will start eating B<FLESH>.
503
504=over 4
505
506=item I<title> <string>
507
508If the food has B<title> set or is cursed it is considered 'special', which
509means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
510I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
511on the player.
512
513The higher the I<food> field is the longer the improvement of the player lasts
514(except for I<hp> and I<sp>).
515
516=item I<food> <number>
517
518This is the amount of food points the player gets when he eats this.
519
520=item I<on_use_yield> <archetype>
521
522When this object is applied an instance of <archetype> will be created.
523
524=back
525
526=head3 B<POISON> - type 7 - Poisonous stuff
527
528This type is for objects that can poison the player when he drinks/applies it.
529When applied it will hit the attacked with AT_POISON and will create
530a B<POISONING> object in the one who was hit.
531
532=over 4
533
534=item I<level> <number>
535
536This field affects the propability of poisoning. The higher the level difference
537between the one who is hit and the poision the more propable it is the attacked
538one will be poisoned.
539
540=item I<slaying> <race>
541
542This field has the usual meaning of 'slaying', when the
543poisoned's race matches the I<slaying> field the damage done by the poison
544is multiplied by 3.
545
546=item I<hp> <number>
547
548This is the amount of damage the player will receive from applying this. The
549attacktype AT_POISON will be used to hit the player and the damage will
550determine the strenght, duration and depletion of stats of the poisoning. The
551created B<POISONING> object which is being placed in the one who was attacked will
552get the damage from this field (which is maybe adjusted by slaying or the
553resistancies).
554
555=item I<food> <number>
556
5571/4 of <number> will be drained from the players I<food>.
558
559=item I<on_use_yield> <archetype>
560
561When this object is applied an instance of <archetype> will be created.
562
563=back
564
565=head3 B<BOOK> - type 8 - Readable books
566
567This type is basically for representing text books in the game.
568
569Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
570
571=over 4
572
573=item I<msg> <text>
574
575This is the contents of the book. When this field is unset
576at treasure generation a random text will be inserted.
577
578=item I<skill> <skill name>
579
580The skill required to read this book. (The most resonable
581skill would be literacy).
582
583=item I<exp> <number>
584
585The experience points the player get for reading this book.
586
587=item I<subtype> <readable subtype>
588
589This field determines the type of the readable.
590Please see common/readable.C in the readable_message_types table.
591
592=back
593
594=head3 B<CLOCK> - type 9 - Clocks
595
596This type of objects just display the time when being applied.
597
598=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
599
600This is a spell effect of a moving bolt. It moves straigt forward
601through the map until something blocks it.
602If FLAG_REFLECTING is set it even reflects on walls.
603
604FLAG_IS_TURNABLE should be set on these objects.
605
606=over 4
607
608=item I<move_type> <movetype>
609
610This field affects the move type with which the lightning moves through
611the map and which map cells will reflect or block it.
612
613=item I<attacktype> <attacktype>
614
615The attacktype with which it hits the objects on the map.
616
617=item I<dam> <number>
618
619The damage this bolt inflicts when it hits objects on the map.
620
621=item I<Dex> <number>
622
623This is the fork percentage, it is reduced by 10 per fork.
624And the I<dam> field is halved on each fork.
625
626=item I<Con> (internal)
627
628This value is a percentage of which the forking lightning
629is deflected to the left. This value should be mostly used internally.
630
631=item I<duration> <number>
632
633The duration the bolt stays on a map cell. This field is decreased each time
634the object is processed (see the meaning of I<speed> and I<speed_left> fields in
635the generic object field description).
636
637=item I<range> <number>
638
639This is the range of the bolt, each space it advances this field is decreased.
640
641=back
642
643=head3 B<ARROW> - type 13 - Arrows
644
645This is the type for objects that represent projectiles like arrows.
646The movement of B<THROWN_OBJ>s behave similar to this type.
647
648Flying arrows are stopped either when they hit something blocking
649(I<move_block>) or something which is alive.
650If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
651set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
652damage with a small chance which is affected by the I<level> field of the arrow.
653
654If FLAG_REFLECTING is set on the arrow it will bounce off everything
655that is not alive and blocks it's movement.
656
657When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
658fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
659the object, to restore them once the arrow has been stopped.
660
661=over 4
662
663=item I<dam> <number>
664
665The amount of damage that is being done to the victim that gets hit.
666This field is recomputed when the arrow is fired and will consist
667of the sum of a damage bonus (see description of the B<BOW> type),
668the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
669and the arrows I<magic> field.
670
671=item I<wc> <number>
672
673The weapon class of the arrow, which has effect on the propability of hitting.
674
675It is recomputed when the arrow is being fired by this formula:
676
677 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
678 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
679
680When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
681level is not added.
682
683wc_mod is dependend on the fire mode of the bow. For a more detailed
684explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
685
686=item I<magic> <number>
687
688This field is added to the damage of the arrow when it is shot and
689will also improve it's I<speed> by 1/5 of it's value.
690
691=item I<attacktype> <attacktype>
692
693Bitfield which decides the attacktype of the damage, see include/attackinc.h
694On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
695
696=item I<level> <number> (interally used)
697
698The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
699see above in the B<ARROW> description.
700
701The I<level> is set when the arrow is fired to either the skill level or the
702shooters level.
703
704=item I<speed> <number> (internal)
705
706This field shouldn't be set directly in the archetype, the arrow will get it's
707I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
708arrow will be stopped immediatly.
709
710On fireing the I<speed> of the arrow is computed of 1/5 of the
711sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
712of the bows I<dam> field is added to the I<speed> of the arrow.
713
714The minimum I<speed> of an arrow is 1.0.
715
716While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
717
718If the I<speed> is above 10.0 it goes straight through the creature it hits and
719it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
720stopped and either sticked into the victim (see I<weight> field description) or
721put on it's map square (if it didn't break, see description of the I<food> field).
722
723=item I<weight> <number>
724
725This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
726the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
727
728=item I<food> <number>
729
730The breaking percentage. 100 (%) means: breaks on usage for sure.
731
732=item I<inventory> (internal)
733
734If the flying/moving object has something in it's inventory and it stops, it
735will be replaced with it's inventory. Otherwise it will be handled as usual,
736which means: it will be calculated whether the arrow breaks and it will be
737reset for reuse.
738
739=item I<slaying> <string>
740
741When the bow that fires this arrow has it's I<slaying> field set it is copied
742to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
743
744=item I<move_type> <movetype> (internally used)
745
746This field is set when the arrow is shot to MOVE_FLY_LOW.
747
748=item I<move_on> <movetype> (internally used)
749
750This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
751
752=item I<race> <string>
753
754The I<race> field is a unique key that assigns arrows, bows and quivers. When
755shooting an arrow the bows I<race> is used to search for arrows (which have the
756same I<race> as the bow) in the players inventory and will recursively search in
757the containers (which are applied and have the same I<race> as the bow and the arrow).
758
759=back
760
761=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
762
763TODO, but take into account B<ARROW> description above!
764
363=head3 WEAPON - type 15 - Weapons 765=head3 B<WEAPON> - type 15 - Weapons
364 766
365This type is for general hack and slash weapons like swords, maces 767This type is for general hack and slash weapons like swords, maces
366and daggers and and .... 768and daggers and and ....
367 769
368=over 4 770=over 4
369 771
370=item weapontype <type id> 772=item I<weapontype> <type id>
371 773
372decides what attackmessages are generated, see include/define.h 774decides what attackmessages are generated, see include/define.h
373 775
374=item attacktype <bitmask> 776=item I<attacktype> <bitmask>
375 777
376bitfield which decides the attacktype of the damage, see include/attackinc.h 778bitfield which decides the attacktype of the damage, see include/attackinc.h
377 779
378=item dam <number> 780=item I<dam> <number>
379 781
380amount of damage being done with the attacktype 782amount of damage being done with the attacktype
381 783
382=item item_power <level> 784=item I<item_power> <level>
383 785
384the itempower of this weapon. 786the itempower of this weapon.
385 787
386=item name 788=item I<name>
387 789
388the name of the weapon. 790the name of the weapon.
389 791
390=item level (internal) 792=item I<level> (internal)
391 793
392The improvement state of the weapon. 794The improvement state of the weapon.
393If this field is greater than 0 the 'name' field starts with the 795If this field is greater than 0 the I<name> field starts with the
394characters name who improved this weapon. 796characters name who improved this weapon.
395 797
396=item last_eat (internal) 798=item I<last_eat> (internal)
397 799
398seems to be the amount of improvements of a weapon, 800This seems to be the amount of improvements of a weapon,
399the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 801the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
400 802
401 ((who->level / 5) + 5) >= op->last_eat 803 ((who->level / 5) + 5) >= op->last_eat
402 804
403=item last_sp 805=item I<last_sp>
404 806
405the weapon speed (see magic description) 807the weapon speed (see magic description)
406 808
407=item food <number> 809=item I<food> <number>
408 810
409addition to food regeneration of the player 811addition to food regeneration of the player
410 812
411=item hp <number> 813=item I<hp> <number>
412 814
413addition to health regeneration 815addition to health regeneration
414 816
415=item sp <number> 817=item I<sp> <number>
416 818
417addition to mana regeneration 819addition to mana regeneration
418 820
419=item grace <number> 821=item I<grace> <number>
420 822
421addititon to grace regeneration 823addititon to grace regeneration
422 824
423=item gen_sp_armour <number> 825=item I<gen_sp_armour> <number>
424 826
425the players gen_sp_armour field (which is per default 10) is added the <number> amount. 827the players I<gen_sp_armour> field (which is per default 10) is being added the
426gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 828<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
427is multiplied: gen_sp *= 10/<number> 829do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
428meaning: values > 10 of gen_sp_armour limits the amout of regenerated 830I<gen_sp_armour> limits the amout of regenerated spellpoints.
429spellpoints.
430 831
431generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 832Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
432sp regeneration. 833I<sp> regeneration.
433 834
434=item body_<body slot/part> 835=item I<body_BODYSLOT>
435 836
436the part of the body you need to use this weapon, possible values should be 837The part of the body you need to use this weapon, possible values should be
437looked up in common/item.C at body_locations. 838looked up in common/item.C at body_locations.
438 839
439=item resist_<resistnacy> <number> 840=item I<resist_RESISTNACY> <number>
440 841
441this is the factor with which the difference of the players resistancy and 100% 842this is the factor with which the difference of the players resistancy and 100%
442is multiplied, something like this: 843is multiplied, something like this:
443 844
444 additional_resistancy = (100 - current_resistanct) * (<number>/100) 845 additional_resistancy = (100 - current_resistanct) * (<number>/100)
448 849
449 'total resistance = total protections - total vulnerabilities' 850 'total resistance = total protections - total vulnerabilities'
450 851
451see also common/living.C:fix_player 852see also common/living.C:fix_player
452 853
453=item patch_(attuned|repelled|denied) 854=item I<path_(attuned|repelled|denied)>
454 855
455this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 856this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
456for the pathes. 857for the pathes.
457 858
458=item luck <number> 859=item I<luck> <number>
459 860
460this luck is added to the players luck 861this luck is added to the players I<luck>
461 862
462=item move_type 863=item I<move_type>
463 864
464if the weapon has a move_type set the player inherits it's move_type 865if the weapon has a I<move_type> set the player inherits it's I<move_type>
465 866
466=item exp <number> 867=item I<exp> <number>
467 868
468the added_speed and bonus_speed of the player is raised by <number>/3. 869the added_speed and bonus_speed of the player is raised by <number>/3.
469if <number> < 0 then the added_speed is decreased by <number> 870if <number> < 0 then the added_speed is decreased by <number>
470 871
471=item weight 872=item I<weight>
472 873
473the weight of the weapon 874the weight of the weapon
474 875
475=item magic 876=item I<magic>
476 877
477the magic field affects the amounts of the following fields: 878the I<magic> field affects the amounts of the following fields:
478 879
479 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 880 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
480 881
481 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 882 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
482 883
483 - dam: the players dam is adjusted by: player->dam += (dam + magic) 884 - dam: the players dam is adjusted by: player->dam += (dam + magic)
484 885
485 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 886 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
486 (minium is 0) 887 (minium is 0)
487 888
488=item ac <number> 889=item I<ac> <number>
489 890
490the amount of ac points the player's ac is decreased 891the amount of ac points the player's I<ac> is decreased when applying this object.
491 892
492=item wc <number> 893=item I<wc> <number>
493 894
494the amount of wc points the player's wc is decreased 895the amount of wc points the player's I<wc> is decreased when applying this object.
495 896
496=back 897=back
497 898
498=head4 Player inherits following flags from weapons: 899=head4 Player inherits following flags from weapons:
499 900
504 FLAG_XRAYS 905 FLAG_XRAYS
505 FLAG_BLIND 906 FLAG_BLIND
506 FLAG_SEE_IN_DARK 907 FLAG_SEE_IN_DARK
507 FLAG_UNDEAD 908 FLAG_UNDEAD
508 909
910=head3 B<GRIMREAPER> - type 28 - Grimreapers
911
912These type are mostly used for monsters, they give the
913monster the ability to dissapear after 10 hits with AT_DRAIN.
914
915=over 4
916
917=item I<value> <number>
918
919This field stores the hits the monster did yet.
920
921=back
922
923=head3 B<CREATOR> - type 42 - Object creators
924
925Once a creator is activated by a connection it creates a number of objects
926(cloned from it's inventory or a new object derived from the archetype
927named in the other_arch slot).
928
929If FLAG_LIVESAFE is set the number of uses is unlimited.
930
931=over 4
932
933=item I<hp> <number>
934
935If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
936be used.
937
938=item I<speed> <number>
939
940If I<speed> is set the creator will create an object periodically,
941see I<speed> and I<speed_left> fields in the general object field description
942for more details.
943
944=item I<slaying> <string>
945
946If set the generated object's name and title will be set to this.
947
948=item I<other_arch> <string>
949
950If the inventory of the creator is empty new objects will be derived from the
951archetype named by <string>.
952
953=item I<connected> <number>
954
955See generic object field description.
956
957=back
958
959=head3 B<DRINK> - type 54 - Drinkable stuff
960
961See B<FOOD> description.
962
509=head3 CHECK_INV - type 64 - Inventory checkers 963=head3 B<CHECK_INV> - type 64 - Inventory checkers
510 964
511This object checks whether the player has a specific item in his 965This object checks whether the player has a specific item in his
512inventory when he moves above the inventory checker. If the player has 966inventory when he moves above the inventory checker. If the player has
513the item (or not, which can be controlled with a flag) a connection will be triggered. 967the item (or not, which can be controlled with a flag) a connection will be triggered.
514 968
515If you set move_block you can deny players and monsters to reach the space where 969If you set I<move_block> you can deny players and monsters to reach the space where
516the inventory checker is on, see 'move_block' description below. 970the inventory checker is on, see I<move_block> description below.
517 971
518The conditions specified by hp, slaying and race are concationated with OR. 972The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
519So matching one of those conditions is enough. 973So matching one of those conditions is enough.
520 974
521=over 4 975=over 4
522 976
523=item move_block <move type bitmask> 977=item I<move_block> <move type bitmask>
524 978
525If you set this field to block a movetype the move code will block any moves 979If you set this field to block a movetype the move code will block any moves
526onto the space with the inventory checker, IF the moving object doesn't have 980onto the space with the inventory checker, IF the moving object doesn't have
527(or has - if last_sp = 0) the item that the checker is searching for. 981(or has - if I<last_sp> = 0) the item that the checker is searching for.
528 982
529=item last_sp (0|1) 983=item I<last_sp> (0|1)
530 984
531If last_sp is 1 'having' the item that is being checked for will 985If I<last_sp> is 1 'having' the item that is being checked for will
532activate the connection or make the space with the checker non-blocking. 986activate the connection or make the space with the checker non-blocking.
533If last_sp is 0 'not having' the item will activate the connection 987If I<last_sp> is 0 'not having' the item will activate the connection
534or make the space with the checker non-blocking. 988or make the space with the checker non-blocking.
535 989
536=item last_heal (0|1) 990=item I<last_heal> (0|1)
537 991
538If last_heal is 1 the matching item will be removed if the inventory checker 992If I<last_heal> is 1 the matching item will be removed if the inventory checker
539activates a connection and finds the item in the inventory. 993activates a connection and finds the item in the inventory.
540 994
541(A inventory checker that blocks a space won't remove anything from inventories) 995(A inventory checker that blocks a space won't remove anything from inventories)
542 996
543=item hp <number> 997=item I<hp> <number>
544 998
545If this field is not 0 the inventory checker will search for an object 999If this field is not 0 the inventory checker will search for an object
546with the type id <number>. 1000with the type id <number>.
547 1001
548=item slaying <string> 1002=item I<slaying> <string>
549 1003
550If this field is set the inventory checker will search for an object that 1004If this field is set the inventory checker will search for an object that
551has the same string in the slaying field (for example a key string of a key). 1005has the same string in the I<slaying> field (for example a key string of a key).
552 1006
553=item race <string> 1007=item I<race> <string>
554 1008
555If this field is set the inventory checker will search for an object which 1009If this field is set the inventory checker will search for an object which
556has the archetype name that matches <string>. 1010has the archetype name that matches <string>.
557 1011
558=item connected <connection id> 1012=item I<connected> <connection id>
559 1013
560This is the connection that will be activated. 1014This is the connection that will be activated. The connection is
1015'pushed' when someone enters the space with the inventory checker,
1016and it is 'released' when he leaves it.
561 1017
562=back 1018See also the description of the I<connected> field in the generic object field
1019section.
563 1020
1021=back
1022
1023=head3 B<FLESH> - type 72 - Organs and body parts
1024
1025See B<FOOD> description.
1026
1027=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1028
1029A type for any object that has no special behaviour.
1030
1031=head3 B<LAMP> - type 82 - A lamp
1032
1033This object represents a lamp, that can be carried and switched
1034on and off and has a certain amount of fuel in it.
1035
1036A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1037Each of them should point at the other one with it's I<other_arch> field.
1038
1039See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1040
1041=over 4
1042
1043=item I<speed> <number>
1044
1045If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1046lamp burns it's fuel (I<food>).
1047
1048Setting FLAG_CHANGING makes only sense on the archetype which represents
1049the 'on' state of the lamp.
1050
1051See also the description of FLAG_CHANGING.
1052
1053Lamps which have no FLAG_CHANGING set would also make sense and represent
1054lamps that never burn up.
1055
1056=item I<other_arch> <number>
1057
1058This is the field that points to the 'other' archetype which represents the
1059opposite state of the lamp. The newly from I<other_arch> derived object will
1060replace the current object and will get the value of I<food> of the replaced object.
1061
1062Rationale:
1063
1064When the lamp (on) is applied a new object is derived from the archetype
1065in I<other_arch> and the I<food> value is copied to it ('the fuel is
1066transferred'). The new lamp (off) object has to have a I<other_arch> field
1067which points to the archetype from which a lamp (on) can be derived.
1068
1069=item I<food> <number>
1070
1071This fields stands for the fuel of the lamp.
1072
1073=back
1074
1075=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1076
1077This type of objects multiplies objects that are above it when it is activated.
1078You can even multiply by 0, which will destroy the object.
1079
1080=over 4
1081
1082=item I<level> <number>
1083
1084The multiplicator, if set to 0 or lower it will destroy the objects above it.
1085
1086=item I<other_arch> <string>
1087
1088The archetype name of the objects that should be multiplied.
1089
1090=item I<connected> <number>
1091
1092See generic object field description.
1093
1094=back
1095
564=head3 HOLE - type 94 - Holes 1096=head3 B<HOLE> - type 94 - Holes
565 1097
566Holes are holes in the ground where objects can fall through. When the hole 1098B<HOLE>s are holes in the ground where objects can fall through. When the hole
567opens and/or is completly open all objects above it fall through (more 1099opens and/or is completly open all objects above it fall through (more
568precisely: if their head is above the hole). 1100precisely: if their head is above the hole).
569 1101
1102When the B<HOLE> is activated it's speed is set to 0.5.
1103
570Trapdoors can only transfer the one who falls through to other coordinates 1104These holes can only transfer the one who falls through to other coordinates
571on the B<same> map. 1105on the same map.
572 1106
573=over 4 1107=over 4
574 1108
575=item maxsp (0|1) 1109=item I<maxsp> (0|1)
576 1110
577This field negates the state of the connection: When maxsp is 1 the pit will 1111This field negates the state of the connection: When maxsp is 1 the pit will
578open/close when the connection is deactivated. Otherwise it will open/close 1112open/close when the connection is deactivated. Otherwise it will open/close
579when the connection is activated. This field only has effect when the 1113when the connection is activated. This field only has effect when the
580connection is triggered. So if you put a closed hole on a map, and the 1114connection is triggered. So if you put a closed hole on a map, and the
581connection is deactivated, and maxsp is 1 the hole will remain closed until the 1115connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
582connection was triggered once. 1116connection was triggered once.
583 1117
584=item connected <connection id> 1118=item I<connected> <connection id>
585 1119
586This is the connection id, which lets the hole opening or closing when 1120This is the connection id, which lets the hole opening or closing when
587activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1121activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
588at which connection state the object is activated. 1122at which connection state the object is activated.
589 1123
590For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1124For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
591the connection is released. 1125the connection is released.
592 1126
593=item wc <number> (internal) 1127=item I<wc> <number> (internal)
594 1128
595This is an internal flag. If it is greater than 0 it means that the hole is not 1129This is an internal field. If it is greater than 0 it means that the hole is not
596yet fully open. More preciesly: this field is the animation-step and if it is 1130yet fully open. More preciesly: this field is the animation-step and if it is
597set to the 'closed' step of the animation the hole is closed and if it is on 1131set to the 'closed' step of the animation the hole is closed and if it is on
598the 'open' animation step (wc = 0), the hole is open. 1132the 'open' animation step (I<wc> = 0), the hole is open.
599 1133
600=item sp <number> 1134=item I<sp> <number>
601 1135
602The destination y coordinates on the same map. 1136The destination y coordinates on the same map.
603 1137
604=item hp <number> 1138=item I<hp> <number>
605 1139
606The destination x coordinates on the same map. 1140The destination x coordinates on the same map.
607 1141
608=back 1142=back
609 1143
1144=head3 B<POISONING> - type 105 - The poisoning of players and monsters
1145
1146This type is doing the actual damage to the ones who were attacked
1147via AT_POISON (or drank B<POISON>).
1148
1149The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1150there for details).
1151
1152=over 4
1153
1154=item I<dam> <number>
1155
1156Each time the poisoning is proccessed (which is determined by the I<speed> and
1157I<speed_left> fields, see the general object fields description above) it hits
1158the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1159simply hit the player with no strings attached).
1160
1161=item I<food> <number>
1162
1163Just a note: The posioning is removed if I<food> == 1 and not if
1164the whole I<duration> is up, because the B<POISONING> code has to remove
1165the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1166deletes the B<POISONING> object.
1167
1168=back
1169
610=head3 FORCE - type 114 - Forces 1170=head3 B<FORCE> - type 114 - Forces
611 1171
612Forces are a very 'thin' type. They don't have much behaviour other than 1172Forces are a very 'thin' type. They don't have much behaviour other than
613disappearing after a time and/or affecting the player if they are in his 1173disappearing after a time and/or affecting the player if they are in his
614inventory. 1174inventory.
615 1175
616Forces only take effect on the player if they have set FLAG_APPLIED. 1176Forces only take effect on the player if they have FLAG_APPLIED set.
617 1177
618Whether the duration field is processed or not a tick is controlled via the 1178Whether the I<duration> field is processed or not per tick is controlled by the
619speed and speed_left field. Look above at the generic description of these 1179I<speed> and I<speed_left> fields. Look above in the generic object field description.
620fields.
621 1180
622=over 4 1181NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1182interpreter like described in the description of the FLAG_IS_USED_UP flag.
1183BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1184will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1185removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1186have good semantics on forces, try to avoid it.
623 1187
1188=over 4
1189
624=item duration 1190=item I<duration>
625 1191
626While this field is greater than 0 the force/object is not destroyed. It is 1192While this field is greater than 0 the force/object is not destroyed. It is
627decreased each tick by 1. 1193decreased each tick by 1.
628 1194
629If it reaches 0 the force/object is destroyed. 1195If it reaches 0 the force/object is destroyed.
632FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1198FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
633what happens then. 1199what happens then.
634 1200
635=back 1201=back
636 1202
637=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1203=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
638 1204
639This object is generated by the POTION code when the potion is a resistance 1205This object is generated by the B<POTION> code when the potion is a resistance
640giving potion. It has mainly the same behaviour as a FORCE. 1206giving potion. It has mainly the same behaviour as a B<FORCE>.
641 1207
642The specialty of the potion effect is that the resistancy it gives is absolute, 1208The specialty of the potion effect is that the resistancy it gives is absolute,
643so if you drin a resistancy potion of fire+60 you will get 60% resistancy to 1209so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
644fire. 1210fire.
645 1211
646Multiple potion effects only give you the maximum of their resistancy. 1212Multiple potion effects only give you the maximum of their resistancy.

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