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114 | =item auto_apply (0|1) |
114 | =item auto_apply (0|1) |
115 | |
115 | |
116 | Sets the flag FLAG_AUTO_APPLY. |
116 | Sets the flag FLAG_AUTO_APPLY. |
117 | See Flags section below. |
117 | See Flags section below. |
118 | |
118 | |
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119 | =item activate_on_push (0|1) (default: 1) |
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120 | |
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121 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
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122 | See Flags section below. |
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123 | |
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124 | =item activate_on_release (0|1) (default: 1) |
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125 | |
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126 | Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
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127 | See Flags section below. |
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128 | |
119 | =item editable (more than deprecated) |
129 | =item editable (more than deprecated) |
120 | |
130 | |
121 | This field had a special meaning for crossedit, which used parts |
131 | This field had a special meaning for crossedit, which used parts |
122 | of the server code for editing. Wherever you see this attribute being |
132 | of the server code for editing. Wherever you see this attribute being |
123 | set in an archetype ignore it and/or remove it. No code interprets this |
133 | set in an archetype ignore it and/or remove it. No code interprets this |
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162 | or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
172 | or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
163 | |
173 | |
164 | =item FLAG_AUTO_APPLY |
174 | =item FLAG_AUTO_APPLY |
165 | |
175 | |
166 | This flag has currently only meaning for the TREASURE type, see below. |
176 | This flag has currently only meaning for the TREASURE type, see below. |
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177 | |
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178 | =item FLAG_ACTIVATE_ON_PUSH |
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179 | |
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180 | This flag has only meaning for objects that can be linked together |
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181 | with the 'connected' field and controls wether the object should |
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182 | be activated when the connection is 'pushed' or it is 'released'. |
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183 | |
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184 | This flag is by default on. |
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185 | |
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186 | =item FLAG_ACTIVATE_ON_RELEASE |
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187 | |
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188 | This flag has only meaning for objects that can be linked together |
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189 | with the 'connected' field and controls wether the object should |
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190 | be activated when the connection is 'pushed' or it is 'released'. |
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191 | |
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192 | This flag is by default on. |
167 | |
193 | |
168 | =back |
194 | =back |
169 | |
195 | |
170 | =head2 Description of type specific attributes |
196 | =head2 Description of type specific attributes |
171 | |
197 | |
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478 | FLAG_XRAYS |
504 | FLAG_XRAYS |
479 | FLAG_BLIND |
505 | FLAG_BLIND |
480 | FLAG_SEE_IN_DARK |
506 | FLAG_SEE_IN_DARK |
481 | FLAG_UNDEAD |
507 | FLAG_UNDEAD |
482 | |
508 | |
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509 | =head3 CHECK_INV - type 64 - Inventory checkers |
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510 | |
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511 | This object checks whether the player has a specific item in his |
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512 | inventory when he moves above the inventory checker. If the player has |
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513 | the item (or not, which can be controlled with a flag) a connection will be triggered. |
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514 | |
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515 | If you set move_block you can deny players and monsters to reach the space where |
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516 | the inventory checker is on, see 'move_block' description below. |
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517 | |
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518 | The conditions specified by hp, slaying and race are concationated with OR. |
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519 | So matching one of those conditions is enough. |
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520 | |
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521 | =over 4 |
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522 | |
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523 | =item move_block <move type bitmask> |
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524 | |
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525 | If you set this field to block a movetype the move code will block any moves |
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526 | onto the space with the inventory checker, IF the moving object doesn't have |
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527 | (or has - if last_sp = 0) the item that the checker is searching for. |
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528 | |
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529 | =item last_sp (0|1) |
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530 | |
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531 | If last_sp is 1 'having' the item that is being checked for will |
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532 | activate the connection or make the space with the checker non-blocking. |
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533 | If last_sp is 0 'not having' the item will activate the connection |
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534 | or make the space with the checker non-blocking. |
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535 | |
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536 | =item last_heal (0|1) |
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537 | |
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538 | If last_heal is 1 the matching item will be removed if the inventory checker |
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539 | activates a connection and finds the item in the inventory. |
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540 | |
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541 | (A inventory checker that blocks a space won't remove anything from inventories) |
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542 | |
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543 | =item hp <number> |
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544 | |
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545 | If this field is not 0 the inventory checker will search for an object |
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546 | with the type id <number>. |
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547 | |
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548 | =item slaying <string> |
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549 | |
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550 | If this field is set the inventory checker will search for an object that |
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551 | has the same string in the slaying field (for example a key string of a key). |
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552 | |
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553 | =item race <string> |
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554 | |
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555 | If this field is set the inventory checker will search for an object which |
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556 | has the archetype name that matches <string>. |
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557 | |
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558 | =item connected <connection id> |
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559 | |
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560 | This is the connection that will be activated. |
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561 | |
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562 | =back |
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563 | |
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564 | =head3 HOLE - type 94 - Holes |
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565 | |
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566 | Holes are holes in the ground where objects can fall through. When the hole |
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567 | opens and/or is completly open all objects above it fall through (more |
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568 | precisely: if their head is above the hole). |
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569 | |
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570 | Trapdoors can only transfer the one who falls through to other coordinates |
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571 | on the B<same> map. |
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572 | |
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573 | =over 4 |
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574 | |
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575 | =item maxsp (0|1) |
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576 | |
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577 | This field negates the state of the connection: When maxsp is 1 the pit will |
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578 | open/close when the connection is deactivated. Otherwise it will open/close |
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|
579 | when the connection is activated. This field only has effect when the |
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580 | connection is triggered. So if you put a closed hole on a map, and the |
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581 | connection is deactivated, and maxsp is 1 the hole will remain closed until the |
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582 | connection was triggered once. |
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583 | |
|
|
584 | =item connected <connection id> |
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585 | |
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586 | This is the connection id, which lets the hole opening or closing when |
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587 | activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
|
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588 | at which connection state the object is activated. |
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589 | |
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590 | For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
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591 | the connection is released. |
|
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592 | |
|
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593 | =item wc <number> (internal) |
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594 | |
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595 | This is an internal flag. If it is greater than 0 it means that the hole is not |
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596 | yet fully open. More preciesly: this field is the animation-step and if it is |
|
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597 | set to the 'closed' step of the animation the hole is closed and if it is on |
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598 | the 'open' animation step (wc = 0), the hole is open. |
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599 | |
|
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600 | =item sp <number> |
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601 | |
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602 | The destination y coordinates on the same map. |
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603 | |
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604 | =item hp <number> |
|
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605 | |
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606 | The destination x coordinates on the same map. |
|
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607 | |
|
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608 | =back |
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609 | |
483 | =head3 FORCE - type 114 - Forces |
610 | =head3 FORCE - type 114 - Forces |
484 | |
611 | |
485 | Forces are a very 'thin' type. They don't have much behaviour other than |
612 | Forces are a very 'thin' type. They don't have much behaviour other than |
486 | disappearing after a time and/or affecting the player if they are in his inventory. |
613 | disappearing after a time and/or affecting the player if they are in his |
|
|
614 | inventory. |
487 | |
615 | |
488 | Forces only take effect on the player if they have set FLAG_APPLIED. |
616 | Forces only take effect on the player if they have set FLAG_APPLIED. |
489 | |
617 | |
490 | Whether the duration field is processed or not a tick is controlled via the |
618 | Whether the duration field is processed or not a tick is controlled via the |
491 | speed and speed_left field. Look above at the generic description of these |
619 | speed and speed_left field. Look above at the generic description of these |
… | |
… | |
493 | |
621 | |
494 | =over 4 |
622 | =over 4 |
495 | |
623 | |
496 | =item duration |
624 | =item duration |
497 | |
625 | |
498 | While this field is greater than 0 the force/object is not destroyed. |
626 | While this field is greater than 0 the force/object is not destroyed. It is |
499 | It is decreased each tick by 1. |
627 | decreased each tick by 1. |
500 | |
628 | |
501 | If it reaches 0 the force/object is destroyed. |
629 | If it reaches 0 the force/object is destroyed. |
502 | |
630 | |
503 | This field can have this meaning for B<any> object if that object has |
631 | This field can have this meaning for B<any> object if that object has |
504 | FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
632 | FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
… | |
… | |
506 | |
634 | |
507 | =back |
635 | =back |
508 | |
636 | |
509 | =head3 POTION_EFFECT - type 115 - Potion effects (resistancies) |
637 | =head3 POTION_EFFECT - type 115 - Potion effects (resistancies) |
510 | |
638 | |
511 | This object is generated by the POTION code when the potion is a |
639 | This object is generated by the POTION code when the potion is a resistance |
512 | resistance giving potion. It has mainly the same behaviour as a FORCE. |
640 | giving potion. It has mainly the same behaviour as a FORCE. |
513 | |
641 | |
514 | The specialty of the potion effect is that the resistancy it gives is absolute, |
642 | The specialty of the potion effect is that the resistancy it gives is absolute, |
515 | so if you drin a resistancy potion of fire+60 you will get 60% resistancy to fire. |
643 | so if you drin a resistancy potion of fire+60 you will get 60% resistancy to |
|
|
644 | fire. |
516 | |
645 | |
517 | Multiple potion effects only give you the maximum of their resistancy. |
646 | Multiple potion effects only give you the maximum of their resistancy. |