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1=head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION 1=head1 DELIANTRA OBJECT AND INTERNALS DOCUMENTATION
2 2
3Here is all information about the object types Crossfire+ 3Here is all information about the object types Deliantra
4supports at the moment. This is not a complete documentation (yet) 4supports at the moment. This is not a complete documentation (yet)
5and browsing the source is still recommended to learn about 5and browsing the source is still recommended to learn about
6the objects that aren't documented here. 6the objects that aren't documented here.
7 7
8This documentation is in a sketchy state. It's mostly 8This documentation is in a sketchy state. It's mostly
9used to collect notes about the internal behaviour of the 9used to collect notes about the internal behaviour of the
10objects. 10objects.
11 11
12=head2 About the notation and terms
13
14The term 'archetype' stands for a collection of fields.
15The term 'object' stands for an archetype instance.
16The term 'field' is used for an object fields and archetype fields.
17
18Field names will be displayed like this: I<fieldname>
19
20Type names will be displayed like this: B<TYPENAME>
21
22Flag names will be displayer like this: FLAG_NAME
23
12=head2 About archetypes and objects 24=head2 About archetypes and objects
13 25
14Field denotes an attribute of an archetype. 26Archetypes are 'templates' of objects. If an object is derived
27from an archetype the object fields will be set to the corresponding
28fields in the archetype.
29
30When a map is instanciated (loaded), the 'object' description on the
31map are considered patches of the archetype.
32
33This document does explain the behaviour of the objects and the meaning of
34their fields in the server engine, which are derived from archetypes.
35
15This is an example of an archetype: 36This is an example of an archetype:
16 37
17 Object button_trigger 38 object button_trigger
18 name button 39 name button
19 type 30 40 type 30
20 face button_sma.111 41 face button_sma.x11
21 anim 42 anim
22 button_sma.111 43 button_sma.x11
23 button_sma.112 44 button_sma.x12
24 mina 45 mina
25 is_animated 0 46 is_animated 0
26 exp 30 47 exp 30
27 no_pick 1 48 no_pick 1
28 walk_on 1 49 walk_on 1
30 editable 48 51 editable 48
31 visibility 50 52 visibility 50
32 weight 1 53 weight 1
33 end 54 end
34 55
35This archetype has the name 'button_trigger' and the objects that 56The first B<field> is I<name>: 'button_trigger', which basically means that
36inherit from this archetype have the name 'button'. 57instances (objects) that are created/derived from this archetype have the
58name 'button' (which means that the field I<name> of the object will be set
59to the same value as the archetypes field I<name>).
37 60
38The next field 'type' decides the main behaviour of this archetype. 61The next field I<type> decides the behaviour of objects derived from this archetype.
39For a comprehensive list of types see include/define.h. For this case 62For a comprehensive list of types see include/define.h. For this case
40you might find a line like: 63you might find a line like:
41 64
42 #define TRIGGER_BUTTON        30 65 #define TRIGGER_BUTTON        30
43 66
44The server internally works with objects that 'inherit' attributes from 67The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED.
45an archetype. They have a similar set of attributes. 68For more information on this look in the Flags subsection in the next section
46 69
47The following documentation will also document the meaning of code internal 70The following documentation will also document the meaning of internal used
48attributes of objects. These attributes are marked as '(internal)' and can't 71fields of objects. These fields are marked as (internal) and can't
49or shouldn't be set by an archetype. If the internal names differs the 72or shouldn't be set by an archetype.
50external name (for the archetypes) for the attribute is written behind it.
51 73
52=head2 Description of generic archetype and object attributes 74=head2 Description of (mostly) generic object fields
53 75
54These are the fields that most of the objects have and/or their 76These are the fields that most of the objects have and/or their
55default behaviour. 77default behaviour.
56 78
57=over 4 79=over 4
58 80
59=item name <string> 81=item I<name> <string>
60 82
61The name of the object. 83The name of the object.
62 84
63=item name_pl <string> 85=item I<name_pl> <string>
64 86
65The name of a collection of these objects (the plural of the name). 87The name of a collection of these objects (the plural of the name).
66 88
67=item face <facename> 89=item I<face> <facename>
68 90
69The graphical appearance of this object. 91The graphical appearance of this object.
70 92
93=item I<x> <number>
94
95The x position of the object when it is on a map.
96
97=item I<y> <number>
98
99The y position of the object when it is on a map.
100
101=item I<map> (internal)
102
103The map the object is on.
104
71=item invisible <number> 105=item I<invisible> <number>
72 106
73If the <number> is greater than 0 the object is invisible. 107If the <number> is greater than 0 the object is invisible.
74For players this field reflects the duration of the invisibility 108For players this field reflects the duration of the invisibility
75and is decreased every tick by 1. 109and is decreased every tick by 1.
76 110
77For non-player objects this field is not changed by server ticks. 111For non-player objects this field is not changed by server ticks.
78 112
79=item speed <number> 113=item I<glow_radius> <number>
114
115This field indicates how far an object glows. Default is a radius of 0 (no
116glowing at all). Negative glow radii darken areas - currently, negative
117glow radii are stronger than positive ones.
118
119=item I<speed> <float>
80 120
81If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 121If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
82on the active object list and will be processed each tick (see also speed_left!). 122on the active object list and will be processed each tick (see also speed_left!).
83 123
84If the speed field drops below the MIN_ACTIVE_SPEED the object is removed 124If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
85from the active object list and it won't experience any processing per tick. 125from the active object list and it won't experience any processing per tick.
86 126
87=item speed_left <number> 127Negative speed settings in archetypes and files cause a speed_left
128randomisation on load or instantiatian, but for calculations, the absolute
129value is used always.
130
131=item I<speed_left> <float>
88 132
89If this field is greater than 0 and the object is on the 133If this field is greater than 0 and the object is on the
90active list (mostly means it's speed is also greater than 0): 134active list (mostly means it's speed is also greater than 0):
91 135
92 - speed_left is decreased by 1 136 - speed_left is decreased by 1
93 - and this object is processed and experiences a server tick. 137 - and this object is processed and experiences a server tick.
94 138
95If the object is on the active list and speed_left is lower or 139If the object is on the active list and I<speed_left> is lower or
96equal to 0 the absolute value of the speed field is added to speed_left 140equal to 0 the absolute value of the I<speed> is added to I<speed_left>
97on the end of the tick. 141on the end of the tick.
98 142
143This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
144the more seldom the object is processed. And the higher I<speed> is
145the more often the object is processed.
146
147=item I<connected> <number>
148
149When this field is set the object will be linked to a connection with the
150id <number>. What happens when the connection is 'activated' depends on the
151type of the object.
152
153FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
154when to activate the object, see description of these below for further details.
155
99=item no_drop (0|1) 156=item I<no_drop> (0|1)
100 157
101Sets the flag FLAG_NO_DROP. 158Sets the flag FLAG_NO_DROP.
102See Flags section below. 159See Flags section below.
103 160
104=item applied (0|1) 161=item I<applied> (0|1)
105 162
106Sets the flag FLAG_APPLIED. 163Sets the flag FLAG_APPLIED.
107See Flags section below. 164See Flags section below.
108 165
109=item is_used_up (0|1) 166=item I<is_used_up> (0|1)
110 167
111Sets the flag FLAG_IS_USED_UP. 168Sets the flag FLAG_IS_USED_UP.
112See Flags section below. 169See Flags section below.
113 170
171=item I<changing> (0|1)
172
173Sets the flag FLAG_CHANGING.
174See Flags section below.
175
114=item auto_apply (0|1) 176=item I<auto_apply> (0|1)
115 177
116Sets the flag FLAG_AUTO_APPLY. 178Sets the flag FLAG_AUTO_APPLY.
117See Flags section below. 179See Flags section below.
118 180
181=item I<no_steal> (0|1)
182
183Sets the flag FLAG_NO_STEAL.
184See Flags section below.
185
186=item I<reflecting> (0|1)
187
188Sets the flag FLAG_REFLECTING.
189See Flags section below.
190
191=item I<reflect_spell> (0|1)
192
193Sets the flag FLAG_REFL_SPELL.
194See Flags section below.
195
196=item I<no_skill_ident> (0|1)
197
198Sets the flag FLAG_NO_SKILL_IDENT.
199See Flags section below.
200
119=item activate_on_push (0|1) (default: 1) 201=item I<activate_on_push> (0|1) (default: 1)
120 202
121Sets the flag FLAG_ACTIVATE_ON_PUSH. 203Sets the flag FLAG_ACTIVATE_ON_PUSH.
122See Flags section below. 204See Flags section below.
123 205
124=item activate_on_release (0|1) (default: 1) 206=item I<activate_on_release> (0|1) (default: 1)
125 207
126Sets the flag FLAG_ACTIVATE_ON_RELEASE. 208Sets the flag FLAG_ACTIVATE_ON_RELEASE.
127See Flags section below. 209See Flags section below.
128 210
211=item I<is_lightable> (0|1)
212
213Sets the flag FLAG_IS_LIGHTABLE.
214See Flags section below.
215
129=item editable (more than deprecated) 216=item I<editable> (more than deprecated)
130 217
131This field had a special meaning for crossedit, which used parts 218This field had a special meaning for crossedit, which used parts
132of the server code for editing. Wherever you see this attribute being 219of 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 220set in an archetype ignore it and/or remove it. No code interprets this
134field anymore. 221field anymore.
135 222
136=back 223=back
137 224
149 236
150This flag mostly states whether this object has been 'applied' by the player. 237This flag mostly states whether this object has been 'applied' by the player.
151For objects that are applied by the code or have this flag set in the archetype 238For objects that are applied by the code or have this flag set in the archetype
152it mostly means 'this object is active'. 239it mostly means 'this object is active'.
153 240
154For example the player adjustments of the hp/sp/grace fields and inheritance 241For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
155of flags from objects in his inventory is toggled by this flag. 242of flags from objects in his inventory is toggled by this flag.
156 243
157=item FLAG_IS_USED_UP 244=item FLAG_IS_USED_UP
158 245
159This flag controls whether an object is 'used up'. If it is set the 'food' field 246This flag controls whether an object is 'used up'. If it is set I<food>
160of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha 247is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
161it is removed.
162 248
163If also the flag FLAG_APPLIED is set, the 'duration' field controls whether 249If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
164this object is removed or not, see the Force type below for the meaning 250this object is removed or not, see the B<FORCE> type below for the meaning
165of the duration field in this context. 251of the duration field in this context.
166 252
167If FLAG_APPLIED is not set the object is destroyed. 253If FLAG_APPLIED is not set the object is destroyed.
168 254
255=item FLAG_CHANGING
256
257If the I<state> field of the object is 0 the object will be processed periodically
258(if I<speed> is set). If the I<state> field is 1 it won't be processed.
259
260This flag indicates that the object is changing into a different object.
261The object has to have the I<other_arch> field set. The object the changing object
262changes into is derived from the archetype in I<other_arch>.
263
264When the object does not have FLAG_ALIVE set the I<food> field will be decremented
265each time the object is processed, and if I<food> reaches 0 one new object will be generated.
266
267When the object has FLAG_ALIVE set the I<food> field is the number of objects that
268will be generated.
269
270After the new object is created the I<hp> field from the old object is copied into
271the new one.
272
169=item FLAG_IS_A_TEMPLATE (internal use) 273=item FLAG_IS_A_TEMPLATE (internal use)
170 274
171This flag is set on the inventory of generators like CREATORs and CONVERTERs, 275This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
172or 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.
173 277
174=item FLAG_AUTO_APPLY 278=item FLAG_AUTO_APPLY
175 279
176This flag has currently only meaning for the TREASURE type, see below. 280This flag has currently only meaning for the B<TREASURE> type, see below.
177 281
178=item FLAG_ACTIVATE_ON_PUSH 282=item FLAG_ACTIVATE_ON_PUSH
179 283
180This flag has only meaning for objects that can be linked together 284This flag has only meaning for objects that can be linked together
181with the 'connected' field and controls wether the object should 285by the I<connected> field and controls wether the object should
182be activated when the connection is 'pushed' or it is 'released'. 286be activated when the connection is 'pushed' or it is 'released'.
183 287
288What 'pushed' and 'released' means depends on the object that
289activates the connection.
290
184This flag is by default on. 291This flag is by default on.
185 292
186=item FLAG_ACTIVATE_ON_RELEASE 293=item FLAG_ACTIVATE_ON_RELEASE
187 294
188This flag has only meaning for objects that can be linked together 295This flag has only meaning for objects that can be linked together
189with the 'connected' field and controls wether the object should 296by the I<connected> field and controls wether the object should
190be activated when the connection is 'pushed' or it is 'released'. 297be activated when the connection is 'pushed' or it is 'released'.
191 298
299What 'pushed' and 'released' means depends on the object that
300activates the connection.
301
192This flag is by default on. 302This flag is by default on.
193 303
194=back 304=item FLAG_NO_STEAL
195 305
196=head2 Description of type specific attributes 306When this flag is set this object can't be stolen. The flag will be
307reset once the object is placed on a map.
308
309When this flag is set on a monster it can defend attempts at stealing
310(but in this context the flag is only used internally).
311
312=item FLAG_NO_SKILL_IDENT
313
314This flag is mostly used internal and prevents unidentified objects
315(objects which don't have FLAG_IDENTIFIED set) being identified
316multiple times by skills.
317
318This flag is used to mark objects which were unsuccessfully identified by a
319players skill. So that multiple tries of identifying aren't more effective than
320one.
321
322=item FLAG_REFLECTING
323
324This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
325to indicate whether this object reflects off walls.
326
327=item FLAG_REFL_SPELL
328
329This flag indicates whether something reflects spells, like spell reflecting
330amuletts.
331
332=item FLAG_IS_LIGHTABLE
333
334This flag indicates whether a B<LIGHTER> can light this object. See also the
335description of the B<LIGHTER> type. How easy you can light an item depends
336partially on the material of the object.
337
338=item FLAG_MONSTER
339
340Enables NPC behaviour in general (both monster AI and friendly AI). Numerous fields
341change their meaning, including:
342
343=over 4
344
345=item I<wis>
346
347Governs the "wake-up radius" - the radius within a monster detects an enemy.
348
349Also, I<wis> governs pathfinding intelligence: 8 and up means the monster
350will partake in basic smell finding. 10 and up additionally spreads smell
351knowledge, and 15 and up additionally will try to perturb the path as to
352find shortcuts.
353
354=back
355
356=back
357
358=head2 Description of type specific fields and behaviour
197 359
198The beginning of the headers of the following subsection 360The beginning of the headers of the following subsection
199are 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.
200 362
201=head3 TRANSPORT - type 2 - Player transports 363=head3 B<TRANSPORT> - type 2 - Player transports
202 364
203This type is implemented by the transport extension and has currently no special 365This type is implemented by the transport extension and has currently no special
204attributes that affect it. 366fields that affect it.
205 367
206=head3 ROD - type 3 - Rods that fire spells 368=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
207 369
208Rods contain spells and can be fired by a player. 370Rods contain spells and can be fired by a player.
209 371
210=over 4 372=over 4
211 373
212=item level <number> 374=item I<level> <number>
213 375
214This attribute is used for calculating the spell level that can be fired 376This field is used for calculating the spell level that can be fired
215with this rod, it's also the maximum level of the spell that can be fired. 377with this rod, it's also the maximum level of the spell that can be fired.
216The level of the spell that is being fired depends mostly on 378The 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 379the 'use magic item' skill level of the player and 1/10 of the level of the
218rod is added as bonus. 380rod is added as bonus.
219 381
220=item hp <number> 382=item I<hp> <number>
221 383
222The amount of spellpoints this rod has left. 384The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
385maxhp/10> per tick.
223 386
224=item maxhp <number> 387=item I<maxhp> <number>
225 388
226The maximum amount of spellpoints this rod has. 389The maximum amount of spellpoints this rod has.
227 390
228=item skill <skill name> 391=item I<skill> <skill name>
229 392
230This field determines which skill you need to apply this object. 393This field determines which skill you need to apply this object.
231 394
232=back 395=back
233 396
234=head3 TREASURE - type 4 - Treasures 397=head3 B<TREASURE> - type 4 - Treasures
235 398
236This type of objects are for random treasure generation in maps. 399This 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 400If this object is applied by a player it will replace itself with it's
238inventory. If it is automatically applied 401inventory. If it is automatically applied
239generate a treasure and replace itself with the generated treasure. 402generate a treasure and replace itself with the generated treasure.
241Chests are also of this type, their treasures are generated by 404Chests are also of this type, their treasures are generated by
242the auto apply code on map instantiation. 405the auto apply code on map instantiation.
243 406
244=over 4 407=over 4
245 408
246=item hp <number> 409=item I<hp> <number>
247 410
248The number of treasures to generate. 411The number of treasures to generate.
249 412
250=item exp <level> 413=item I<exp> <level>
251 414
252If FLAG_AUTO_APPLY is not set the exp field has no further meaning 415If FLAG_AUTO_APPLY is not set the exp field has no further meaning
253and the difficulty for the treasurecode only depends on the maps difficulty, 416and the difficulty for the treasurecode only depends on the maps difficulty,
254otherwise the exp field has the following meaning: 417otherwise the exp field has the following meaning:
255 418
258worth a treasure is or what bonuses it is given by the treasure code. 421worth a treasure is or what bonuses it is given by the treasure code.
259 422
260If this field is not set or 0 the difficulty of the map is passed to the treasure 423If this field is not set or 0 the difficulty of the map is passed to the treasure
261generation code. 424generation code.
262 425
263=item randomitems <treasurelist> 426=item I<randomitems> <treasurelist>
264 427
265The treasurelist to use to generate the treasure which is put in the 428The treasurelist to use to generate the treasure which is put in the
266treasure objects inventory. 429treasure objects inventory.
267 430
268=back 431=back
269 432
270=head3 POTION - type 5 - Potions for drinking and other nastynesses 433=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
271 434
272These objects contain a spell and will emit it on apply, which most 435These objects contain a spell and will emit it on apply, which most
273of the time has the meaning of 'drinking'. 436of the time has the meaning of 'drinking'.
274 437
275If no resistancy field, stat field or attacktype is set and no spell 438If no resistancy field, stat field or attacktype is set and no spell
280If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion 443If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
281will yield an explosion and hurt the player. 444will yield an explosion and hurt the player.
282 445
283=over 4 446=over 4
284 447
285=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 448=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
286 449
287These stat fields determine how many stat points the player gets 450These stat fields determine how many stat points the player gets
288when he applies this potion. 451when he applies this potion.
289 452
290If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 453If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
291 454
292=item sp <number> 455=item I<sp> <number>
293 456
294If this field is set and the randomitems field is not set 457If this field is set and the randomitems field is not set
295the field is interpreted as spell number, please look the right 458the field is interpreted as spell number, please look the right
296number up in common/loader.C. 459number up in common/loader.C.
297 460
298If this field is set the randomitems field will be unset by the 461If this field is set the randomitems field will be unset by the
299map loading code. 462map loading code.
300 463
301=item attacktype <attacktype> 464=item I<attacktype> <attacktype>
302 465
303This field has some special meaning in potions, currently the 466This field has some special meaning in potions, currently the
304bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 467bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
305restoration potion or improvement potion. 468restoration potion or improvement potion.
306See include/attackinc.h for the bits of these types. 469See include/attackinc.h for the bits of these types.
307 470
308If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION 471If AT_DEPLETE is set the player will be restored and the "depletion"
309will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED 472will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
310set the player will be drained a random stat by inserting an ARCH_DEPLETION 473set the player will be drained a random stat by inserting an "depletion"
311into him. 474into him.
312 475
313If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 476If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
314When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 477When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
315 478
316=item resist_<resistancy> <number> 479=item I<resist_RESISTANCY> <number>
317 480
318If this stat is set and no spell is in the potion the potion 481If this stat is set and no spell is in the potion the potion
319will create a force that give the player this specific resistancy. 482will create a force that give the player this specific resistancy.
320The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 483The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
321and the potion will last 10 times longer than the default force archetype 484and the potion will last 10 times longer than the default force archetype
322FORCE_NAME (at the moment of this writing spell/force.arc). 485FORCE_NAME (at the moment of this writing spell/force.arc).
323 486
324=item randomitems <treasurelist> 487=item I<randomitems> <treasurelist>
325 488
326The inventory/spell of the potion will be created by calling the treasure code 489The inventory/spell of the potion will be created by calling the treasure code
327with the treasurelist specified here. (I guess it's highly undefined what 490with the treasurelist specified here. (I guess it's highly undefined what
328happens if there is not a spell in the potions inventory). 491happens if there is not a spell in the potions inventory).
329 492
330=item on_use_yield <archetype> 493=item I<on_use_yield> <archetype>
331 494
332When this object is applied this object will be created. 495When this object is applied an instance of <archetype> will be created.
333This field is also used by FOOD and POISON.
334 496
335=item subtypes <potion subtype> 497=item I<subtypes> <potion subtype>
336 498
337see include/spells.h for possible potion subtypes, there are currently 4: 499see include/spells.h for possible potion subtypes, there are currently 4:
338 500
339=over 4 501=over 4
340 502
343Unused, default behaiour of a potion. 505Unused, default behaiour of a potion.
344 506
345=item POT_DUST 507=item POT_DUST
346 508
347This potion can be thrown to cast the spell that it has in it's inventory, 509This potion can be thrown to cast the spell that it has in it's inventory,
348the behaviour is not defined if there is not a spell in the inventory and the 510the behaviour is not defined if there is not a B<SPELL> in the inventory and the
349server will log an error. 511server will log an error.
350 512
351=item POT_FIGURINE 513=item POT_FIGURINE
352 514
353Unused, default behaiour of a potion. 515Unused, default behaiour of a potion.
358 520
359=back 521=back
360 522
361=back 523=back
362 524
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<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
636
637This is a spell effect of a moving bolt. It moves straigt forward
638through the map until something blocks it.
639If FLAG_REFLECTING is set it even reflects on walls.
640
641FLAG_IS_TURNABLE should be set on these objects.
642
643=over 4
644
645=item I<move_type> <movetype>
646
647This field affects the move type with which the lightning moves through
648the map and which map cells will reflect or block it.
649
650=item I<attacktype> <attacktype>
651
652The attacktype with which it hits the objects on the map.
653
654=item I<dam> <number>
655
656The damage this bolt inflicts when it hits objects on the map.
657
658=item I<Dex> <number>
659
660This is the fork percentage, it is reduced by 10 per fork.
661And the I<dam> field is halved on each fork.
662
663=item I<Con> (internal)
664
665This value is a percentage of which the forking lightning
666is deflected to the left. This value should be mostly used internally.
667
668=item I<duration> <number>
669
670The duration the bolt stays on a map cell. This field is decreased each time
671the object is processed (see the meaning of I<speed> and I<speed_left> fields in
672the generic object field description).
673
674=item I<range> <number>
675
676This is the range of the bolt, each space it advances this field is decreased.
677
678=back
679
680=head3 B<ARROW> - type 13 - Arrows
681
682This is the type for objects that represent projectiles like arrows.
683The movement of B<THROWN_OBJ>s behave similar to this type.
684
685Flying arrows are stopped either when they hit something blocking
686(I<move_block>) or something which is alive.
687If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
688set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
689damage with a small chance which is affected by the I<level> field of the arrow.
690
691If FLAG_REFLECTING is set on the arrow it will bounce off everything
692that is not alive and blocks it's movement.
693
694When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
695fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
696the object, to restore them once the arrow has been stopped.
697
698=over 4
699
700=item I<dam> <number>
701
702The amount of damage that is being done to the victim that gets hit.
703This field is recomputed when the arrow is fired and will consist
704of the sum of a damage bonus (see description of the B<BOW> type),
705the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
706and the arrows I<magic> field.
707
708=item I<wc> <number>
709
710The weapon class of the arrow, which has effect on the probability of hitting.
711
712It is recomputed when the arrow is being fired by this formula:
713
714 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
715 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
716
717When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
718level is not added.
719
720wc_mod is dependend on the fire mode of the bow. For a more detailed
721explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
722
723=item I<magic> <number>
724
725This field is added to the damage of the arrow when it is shot and
726will also improve it's I<speed> by 1/5 of it's value.
727
728=item I<attacktype> <attacktype>
729
730Bitfield which decides the attacktype of the damage, see include/attackinc.h
731On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
732
733=item I<level> <number> (interally used)
734
735The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
736see above in the B<ARROW> description.
737
738The I<level> is set when the arrow is fired to either the skill level or the
739shooters level.
740
741=item I<speed> <number> (internal)
742
743This field shouldn't be set directly in the archetype, the arrow will get it's
744I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
745arrow will be stopped immediatly.
746
747On fireing the I<speed> of the arrow is computed of 1/5 of the
748sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
749of the bows I<dam> field is added to the I<speed> of the arrow.
750
751The minimum I<speed> of an arrow is 1.0.
752
753While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
754
755If the I<speed> is above 10.0 it goes straight through the creature it hits and
756its I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
757stopped and either stuck into the victim (see I<weight> field description) or
758put on its map square (if it didn't break, see description of the I<food> field).
759
760=item I<weight> <number>
761
762This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
763the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
764
765=item I<food> <number>
766
767The breaking percentage. 100 (%) means: breaks on usage for sure.
768
769=item I<inventory> (internal)
770
771If the flying/moving object has something in it's inventory and it stops, it
772will be replaced with it's inventory. Otherwise it will be handled as usual,
773which means: it will be calculated whether the arrow breaks and it will be
774reset for reuse.
775
776=item I<slaying> <string>
777
778When the bow that fires this arrow has it's I<slaying> field set it is copied
779to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
780
781=item I<move_type> <movetype> (internally used)
782
783This field is set when the arrow is shot to MOVE_FLY_LOW.
784
785=item I<move_on> <movetype> (internally used)
786
787This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
788
789=item I<race> <string>
790
791The I<race> field is a unique key that assigns arrows, bows and quivers. When
792shooting an arrow the bows I<race> is used to search for arrows (which have the
793same I<race> as the bow) in the players inventory and will recursively search in
794the containers (which are applied and have the same I<race> as the bow and the arrow).
795
796=back
797
798=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
799
800TODO, but take into account B<ARROW> description above!
801
363=head3 WEAPON - type 15 - Weapons 802=head3 B<WEAPON> - type 15 - Weapons
364 803
365This type is for general hack and slash weapons like swords, maces 804This type is for general hack and slash weapons like swords, maces
366and daggers and and .... 805and daggers and and ....
367 806
368=over 4 807=over 4
369 808
370=item weapontype <type id> 809=item I<weapontype> <type id>
371 810
372decides what attackmessages are generated, see include/define.h 811decides what attackmessages are generated, see include/define.h
373 812
374=item attacktype <bitmask> 813=item I<attacktype> <bitmask>
375 814
376bitfield which decides the attacktype of the damage, see include/attackinc.h 815bitfield which decides the attacktype of the damage, see include/attackinc.h
377 816
378=item dam <number> 817=item I<dam> <number>
379 818
380amount of damage being done with the attacktype 819amount of damage being done with the attacktype
381 820
382=item item_power <level> 821=item I<item_power> <level>
383 822
384the itempower of this weapon. 823the itempower of this weapon.
385 824
386=item name 825=item I<name>
387 826
388the name of the weapon. 827the name of the weapon.
389 828
390=item level (internal) 829=item I<level> (internal)
391 830
392The improvement state of the weapon. 831The improvement state of the weapon.
393If this field is greater than 0 the 'name' field starts with the 832If this field is greater than 0 the I<name> field starts with the
394characters name who improved this weapon. 833characters name who improved this weapon.
395 834
396=item last_eat (internal) 835=item I<last_eat> (internal)
397 836
398seems to be the amount of improvements of a weapon, 837This 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): 838the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
400 839
401 ((who->level / 5) + 5) >= op->last_eat 840 ((who->level / 5) + 5) >= op->last_eat
402 841
403=item last_sp 842=item I<last_sp>
404 843
405the weapon speed (see magic description) 844the weapon speed (see magic description)
406 845
407=item food <number> 846=item I<food> <number>
408 847
409addition to food regeneration of the player 848addition to food regeneration of the player
410 849
411=item hp <number> 850=item I<hp> <number>
412 851
413addition to health regeneration 852addition to health regeneration
414 853
415=item sp <number> 854=item I<sp> <number>
416 855
417addition to mana regeneration 856addition to mana regeneration
418 857
419=item grace <number> 858=item I<grace> <number>
420 859
421addititon to grace regeneration 860addititon to grace regeneration
422 861
423=item gen_sp_armour <number> 862=item I<gen_sp_armour> <number>
424 863
425the players gen_sp_armour field (which is per default 10) is added the <number> amount. 864the players I<gen_sp_armour> field (which is per default 10) is being added the
426gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 865<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
427is multiplied: gen_sp *= 10/<number> 866do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
428meaning: values > 10 of gen_sp_armour limits the amout of regenerated 867I<gen_sp_armour> limits the amout of regenerated spellpoints.
429spellpoints.
430 868
431generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 869Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
432sp regeneration. 870I<sp> regeneration.
433 871
434=item body_<body slot/part> 872=item I<body_BODYSLOT>
435 873
436the part of the body you need to use this weapon, possible values should be 874The part/slot of the body you need to use this weapon, possible values for
437looked up in common/item.C at body_locations. 875C<BODYSLOT> should be looked up in common/item.C at body_locations.
438 876
439=item resist_<resistnacy> <number> 877The value (in the range C<-7..7>) gives the number of those body slots
878used up by the item (if negative) or the number of body slots this object
879has (if positive, e.g. for monsters or players). The special value C<0>
880indicates that this object cannot equip items requiring these body slots.
881
882=item I<resist_RESISTANCY> <number>
440 883
441this is the factor with which the difference of the players resistancy and 100% 884this is the factor with which the difference of the players resistancy and 100%
442is multiplied, something like this: 885is multiplied, something like this:
443 886
444 additional_resistancy = (100 - current_resistanct) * (<number>/100) 887 additional_resistancy = (100 - current_resistancy) * (<number>/100)
445 888
446if <number> is negative it is added to the total vulnerabilities, 889if <number> is negative it is added to the total vulnerabilities,
447and later the total resistance is decided by: 890and later the total resistance is decided by:
448 891
449 'total resistance = total protections - total vulnerabilities' 892 'total resistance = total protections - total vulnerabilities'
450 893
451see also common/living.C:fix_player 894see also common/living.C:fix_player.
452 895
453=item patch_(attuned|repelled|denied) 896=item I<path_(attuned|repelled|denied)>
454 897
455this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 898this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
456for the pathes. 899for the pathes.
457 900
458=item luck <number> 901=item I<luck> <number>
459 902
460this luck is added to the players luck 903this luck is added to the players I<luck>
461 904
462=item move_type 905=item I<move_type>
463 906
464if the weapon has a move_type set the player inherits it's move_type 907if the weapon has a I<move_type> set the player inherits it's I<move_type>
465 908
466=item exp <number> 909=item I<exp> <number>
467 910
468the added_speed and bonus_speed of the player is raised by <number>/3. 911the added_speed and bonus_speed of the player is raised by <number>/3.
469if <number> < 0 then the added_speed is decreased by <number> 912if <number> < 0 then the added_speed is decreased by <number>
470 913
471=item weight 914=item I<weight>
472 915
473the weight of the weapon 916the weight of the weapon
474 917
475=item magic 918=item I<magic>
476 919
477the magic field affects the amounts of the following fields: 920the I<magic> field affects the amounts of the following fields:
478 921
479 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 922 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
480 923
481 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 924 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
482 925
483 - dam: the players dam is adjusted by: player->dam += (dam + magic) 926 - dam: the players dam is adjusted by: player->dam += (dam + magic)
484 927
485 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 928 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
486 (minium is 0) 929 (minium is 0)
487 930
488=item ac <number> 931=item I<ac> <number>
489 932
490the amount of ac points the player's ac is decreased 933the amount of ac points the player's I<ac> is decreased when applying this object.
491 934
492=item wc <number> 935=item I<wc> <number>
493 936
494the amount of wc points the player's wc is decreased 937the amount of wc points the player's I<wc> is decreased when applying this object.
495 938
496=back 939=back
497 940
498=head4 Player inherits following flags from weapons: 941=head4 Player inherits following flags from weapons:
499 942
504 FLAG_XRAYS 947 FLAG_XRAYS
505 FLAG_BLIND 948 FLAG_BLIND
506 FLAG_SEE_IN_DARK 949 FLAG_SEE_IN_DARK
507 FLAG_UNDEAD 950 FLAG_UNDEAD
508 951
952=head3 B<GRIMREAPER> - type 28 - Grimreapers
953
954These type are mostly used for monsters, they give the
955monster the ability to dissapear after 10 hits with AT_DRAIN.
956
957=over 4
958
959=item I<value> <number>
960
961This field stores the hits the monster did yet.
962
963=back
964
965=head3 B<CREATOR> - type 42 - Object creators
966
967Once a creator is activated by a connection it creates a number of objects
968(cloned from it's inventory or a new object derived from the archetype
969named in the other_arch slot).
970
971If FLAG_LIVESAFE is set the number of uses is unlimited.
972
973=over 4
974
975=item I<hp> <number>
976
977If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
978be used.
979
980=item I<speed> <float>
981
982If I<speed> is set the creator will create an object periodically,
983see I<speed> and I<speed_left> fields in the general object field description
984for more details.
985
986=item I<slaying> <string>
987
988If set the generated object's name and title will be set to this.
989
990=item I<other_arch> <string>
991
992If the inventory of the creator is empty new objects will be derived from the
993archetype named by <string>.
994
995=item I<connected> <number>
996
997See generic object field description.
998
999=back
1000
1001=head3 B<SKILL> - type 43 - Skills
1002
1003This type is basically for representing skills in the game.
1004
1005=over 4
1006
1007=item I<subtype> <skill number>
1008
1009=item I<weapontype> <type of tool>
1010
1011The type of weapon or ranged item compatible with this skill (For ranged
1012and combat attacks).
1013
1014=item skill, exp, dam, level
1015
1016=back
1017
1018=head3 B<DRINK> - type 54 - Drinkable stuff
1019
1020See B<FOOD> description.
1021
509=head3 CHECK_INV - type 64 - Inventory checkers 1022=head3 B<CHECK_INV> - type 64 - Inventory checkers
510 1023
511This object checks whether the player has a specific item in his 1024This object checks whether the player has a specific item in his
512inventory when he moves above the inventory checker. If the player has 1025inventory 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. 1026the item (or not, which can be controlled with a flag) a connection will be triggered.
514 1027
515If you set move_block you can deny players and monsters to reach the space where 1028If 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. 1029the inventory checker is on, see I<move_block> description below.
517 1030
518The conditions specified by hp, slaying and race are concationated with OR. 1031The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
519So matching one of those conditions is enough. 1032So matching one of those conditions is enough.
520 1033
521=over 4 1034=over 4
522 1035
523=item move_block <move type bitmask> 1036=item I<move_block> <move type bitmask>
524 1037
525If you set this field to block a movetype the move code will block any moves 1038If 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 1039onto 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. 1040(or has - if I<last_sp> = 0) the item that the checker is searching for.
528 1041
529=item last_sp (0|1) 1042=item I<last_sp> (0|1)
530 1043
531If last_sp is 1 'having' the item that is being checked for will 1044If 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. 1045activate the connection or make the space with the checker non-blocking.
533If last_sp is 0 'not having' the item will activate the connection 1046If I<last_sp> is 0 'not having' the item will activate the connection
534or make the space with the checker non-blocking. 1047or make the space with the checker non-blocking.
535 1048
536=item last_heal (0|1) 1049=item I<last_heal> (0|1)
537 1050
538If last_heal is 1 the matching item will be removed if the inventory checker 1051If 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. 1052activates a connection and finds the item in the inventory.
540 1053
541(A inventory checker that blocks a space won't remove anything from inventories) 1054(A inventory checker that blocks a space won't remove anything from inventories)
542 1055
543=item hp <number> 1056=item I<hp> <number>
544 1057
545If this field is not 0 the inventory checker will search for an object 1058If this field is not 0 the inventory checker will search for an object
546with the type id <number>. 1059with the type id <number>.
547 1060
548=item slaying <string> 1061=item I<slaying> <string>
549 1062
550If this field is set the inventory checker will search for an object that 1063If 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). 1064has the same string in the I<slaying> field (for example a key string of a key).
552 1065
553=item race <string> 1066=item I<race> <string>
554 1067
555If this field is set the inventory checker will search for an object which 1068If this field is set the inventory checker will search for an object which
556has the archetype name that matches <string>. 1069has the archetype name that matches <string>.
557 1070
558=item connected <connection id> 1071=item I<connected> <connection id>
559 1072
560This is the connection that will be activated. 1073This is the connection that will be activated. The connection is
1074'pushed' when someone enters the space with the inventory checker,
1075and it is 'released' when he leaves it.
561 1076
562=back 1077See also the description of the I<connected> field in the generic object field
1078section.
563 1079
1080=back
1081
1082=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1083
1084speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1085changes.
1086
1087 (based on value that last_sp takes):
1088 0: 'furious' Makes all monsters aggressive
1089 1: 'angry' As above but pets are unaffected
1090 2: 'calm' Makes all monsters unaggressive
1091 3: 'sleep' Puts all monsters to sleep
1092 4: 'charm' Makes monster into a pet of person
1093 who triggers the square. This setting
1094 is not enabled for continous operation
1095 5: 'destroy mons' destroy any monsters on this space
1096 6: 'destroy pets' destroy friendly monsters on this space
1097
1098=head3 B<FLESH> - type 72 - Organs and body parts
1099
1100See B<FOOD> description.
1101
1102=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1103
1104A type for any object that has no special behaviour.
1105
1106=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1107
1108This type of objects multiplies objects that are above it when it is activated.
1109You can even multiply by 0, which will destroy the object.
1110
1111=over 4
1112
1113=item I<level> <number>
1114
1115The multiplicator, if set to 0 or lower it will destroy the objects above it.
1116
1117=item I<other_arch> <string>
1118
1119The archetype name of the objects that should be multiplied.
1120
1121=item I<connected> <number>
1122
1123See generic object field description.
1124
1125=back
1126
564=head3 HOLE - type 94 - Holes 1127=head3 B<HOLE> - type 94 - Holes
565 1128
566Holes are holes in the ground where objects can fall through. When the hole 1129B<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 1130opens and/or is completly open all objects above it fall through (more
568precisely: if their head is above the hole). 1131precisely: if their head is above the hole).
569 1132
1133When the B<HOLE> is activated it's speed is set to 0.5.
1134
570Trapdoors can only transfer the one who falls through to other coordinates 1135These holes can only transfer the one who falls through to other coordinates
571on the B<same> map. 1136on the same map.
572 1137
573=over 4 1138=over 4
574 1139
575=item maxsp (0|1) 1140=item I<maxsp> (0|1)
576 1141
577This field negates the state of the connection: When maxsp is 1 the pit will 1142This 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 1143open/close when the connection is deactivated. Otherwise it will open/close
579when the connection is activated. This field only has effect when the 1144when 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 1145connection 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 1146connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
582connection was triggered once. 1147connection was triggered once.
583 1148
584=item connected <connection id> 1149=item I<connected> <connection id>
585 1150
586This is the connection id, which lets the hole opening or closing when 1151This 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 1152activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
588at which connection state the object is activated. 1153at which connection state the object is activated.
589 1154
590For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1155For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
591the connection is released. 1156the connection is released.
592 1157
593=item wc <number> (internal) 1158=item I<wc> <number> (internal)
594 1159
595This is an internal flag. If it is greater than 0 it means that the hole is not 1160This 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 1161yet 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 1162set 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. 1163the 'open' animation step (I<wc> = 0), the hole is open.
599 1164
600=item sp <number> 1165=item I<sp> <number>
601 1166
602The destination y coordinates on the same map. 1167The destination y coordinates on the same map.
603 1168
604=item hp <number> 1169=item I<hp> <number>
605 1170
606The destination x coordinates on the same map. 1171The destination x coordinates on the same map.
607 1172
608=back 1173=back
609 1174
1175=head3 B<POISONING> - type 105 - The poisoning of players and monsters
1176
1177This type is doing the actual damage to the ones who were attacked
1178via AT_POISON (or drank B<POISON>).
1179
1180The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1181there for details).
1182
1183=over 4
1184
1185=item I<dam> <number>
1186
1187Each time the poisoning is proccessed (which is determined by the I<speed> and
1188I<speed_left> fields, see the general object fields description above) it hits
1189the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1190simply hit the player with no strings attached).
1191
1192=item I<food> <number>
1193
1194Just a note: The posioning is removed if I<food> == 1 and not if
1195the whole I<duration> is up, because the B<POISONING> code has to remove
1196the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1197deletes the B<POISONING> object.
1198
1199=back
1200
610=head3 FORCE - type 114 - Forces 1201=head3 B<FORCE> - type 114 - Forces
611 1202
612Forces are a very 'thin' type. They don't have much behaviour other than 1203Forces 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 1204disappearing after a time and/or affecting the player if they are in his
614inventory. 1205inventory.
615 1206
616Forces only take effect on the player if they have set FLAG_APPLIED. 1207Forces only take effect on the player if they have FLAG_APPLIED set.
617 1208
618Whether the duration field is processed or not a tick is controlled via the 1209Whether 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 1210I<speed> and I<speed_left> fields. Look above in the generic object field description.
620fields.
621 1211
622=over 4 1212NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1213interpreter like described in the description of the FLAG_IS_USED_UP flag.
1214BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1215will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1216removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1217have good semantics on forces, try to avoid it.
623 1218
1219=over 4
1220
624=item duration 1221=item I<duration>
625 1222
626While this field is greater than 0 the force/object is not destroyed. It is 1223While this field is greater than 0 the force/object is not destroyed. It is
627decreased each tick by 1. 1224decreased each tick by 1.
628 1225
629If it reaches 0 the force/object is destroyed. 1226If it reaches 0 the force/object is destroyed.
632FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1229FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
633what happens then. 1230what happens then.
634 1231
635=back 1232=back
636 1233
637=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1234=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
638 1235
639This object is generated by the POTION code when the potion is a resistance 1236This 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. 1237giving potion. It has mainly the same behaviour as a B<FORCE>.
641 1238
642The specialty of the potion effect is that the resistancy it gives is absolute, 1239The 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 1240so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
644fire. 1241fire.
645 1242
646Multiple potion effects only give you the maximum of their resistancy. 1243Multiple potion effects only give you the maximum of their resistancy.

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