… | |
… | |
94 | |
94 | |
95 | If the object is on the active list and speed_left is lower or |
95 | If the object is on the active list and speed_left is lower or |
96 | equal to 0 the absolute value of the speed field is added to speed_left |
96 | equal to 0 the absolute value of the speed field is added to speed_left |
97 | on the end of the tick. |
97 | on the end of the tick. |
98 | |
98 | |
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99 | This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) |
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100 | the more seldom the object is processed. And the higher the speed field is |
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101 | the more often the object is processed. |
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102 | |
99 | =item no_drop (0|1) |
103 | =item no_drop (0|1) |
100 | |
104 | |
101 | Sets the flag FLAG_NO_DROP. |
105 | Sets the flag FLAG_NO_DROP. |
102 | See Flags section below. |
106 | See Flags section below. |
103 | |
107 | |
… | |
… | |
327 | with the treasurelist specified here. (I guess it's highly undefined what |
331 | with the treasurelist specified here. (I guess it's highly undefined what |
328 | happens if there is not a spell in the potions inventory). |
332 | happens if there is not a spell in the potions inventory). |
329 | |
333 | |
330 | =item on_use_yield <archetype> |
334 | =item on_use_yield <archetype> |
331 | |
335 | |
332 | When this object is applied this object will be created. |
336 | When this object is applied an instance of <archetype> will be created. |
333 | This field is also used by FOOD and POISON. |
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334 | |
337 | |
335 | =item subtypes <potion subtype> |
338 | =item subtypes <potion subtype> |
336 | |
339 | |
337 | see include/spells.h for possible potion subtypes, there are currently 4: |
340 | see include/spells.h for possible potion subtypes, there are currently 4: |
338 | |
341 | |
… | |
… | |
355 | =item POT_BALM |
358 | =item POT_BALM |
356 | |
359 | |
357 | Unused, default behaiour of a potion. |
360 | Unused, default behaiour of a potion. |
358 | |
361 | |
359 | =back |
362 | =back |
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363 | |
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|
364 | =back |
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365 | |
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366 | =head3 FOOD - type 6 - Eatable stuff |
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367 | |
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368 | This is for objects that are representing general eatables like |
|
|
369 | beef or bread. |
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370 | |
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371 | The main difference between FOOD, FLESH and DRINK is that they |
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372 | give different messages. |
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373 | |
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374 | The specialty of FLESH is that it inherits the resistancies of the |
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375 | monsters it was generated in and will let dragons raise their resistancies |
|
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376 | with that. |
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377 | |
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378 | If a player runs low on food he will grab for FOOD, DRINK and POISON |
|
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379 | and if he doesn't find any of that he will start eating FLESH. |
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380 | |
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381 | =over 4 |
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382 | |
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383 | =item title <string> |
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384 | |
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385 | If the food has a title or is cursed it is considered 'special', which means that the |
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386 | fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp |
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387 | are interpreted and have further effects on the player. |
|
|
388 | |
|
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389 | The higher the food field is the longer the improvement of the player lasts |
|
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390 | (except for hp and sp). |
|
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391 | |
|
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392 | =item food <number> |
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393 | |
|
|
394 | This is the amount of food points the player gets when he eats this. |
|
|
395 | |
|
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396 | =item on_use_yield <archetype> |
|
|
397 | |
|
|
398 | When this object is applied an instance of <archetype> will be created. |
360 | |
399 | |
361 | =back |
400 | =back |
362 | |
401 | |
363 | =head3 WEAPON - type 15 - Weapons |
402 | =head3 WEAPON - type 15 - Weapons |
364 | |
403 | |
… | |
… | |
504 | FLAG_XRAYS |
543 | FLAG_XRAYS |
505 | FLAG_BLIND |
544 | FLAG_BLIND |
506 | FLAG_SEE_IN_DARK |
545 | FLAG_SEE_IN_DARK |
507 | FLAG_UNDEAD |
546 | FLAG_UNDEAD |
508 | |
547 | |
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548 | =head3 DRINK - type 54 - Drinkable stuff |
|
|
549 | |
|
|
550 | See FOOD description. |
|
|
551 | |
509 | =head3 CHECK_INV - type 64 - Inventory checkers |
552 | =head3 CHECK_INV - type 64 - Inventory checkers |
510 | |
553 | |
511 | This object checks whether the player has a specific item in his |
554 | This object checks whether the player has a specific item in his |
512 | inventory when he moves above the inventory checker. If the player has |
555 | inventory when he moves above the inventory checker. If the player has |
513 | the item (or not, which can be controlled with a flag) a connection will be triggered. |
556 | the item (or not, which can be controlled with a flag) a connection will be triggered. |
… | |
… | |
558 | =item connected <connection id> |
601 | =item connected <connection id> |
559 | |
602 | |
560 | This is the connection that will be activated. |
603 | This is the connection that will be activated. |
561 | |
604 | |
562 | =back |
605 | =back |
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|
606 | |
|
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607 | =head3 FLESH - type 72 - Organs and body parts |
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608 | |
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609 | See FOOD description. |
563 | |
610 | |
564 | =head3 HOLE - type 94 - Holes |
611 | =head3 HOLE - type 94 - Holes |
565 | |
612 | |
566 | Holes are holes in the ground where objects can fall through. When the hole |
613 | Holes are holes in the ground where objects can fall through. When the hole |
567 | opens and/or is completly open all objects above it fall through (more |
614 | opens and/or is completly open all objects above it fall through (more |
… | |
… | |
617 | |
664 | |
618 | Whether the duration field is processed or not a tick is controlled via the |
665 | Whether the duration field is processed or not a tick is controlled via the |
619 | speed and speed_left field. Look above at the generic description of these |
666 | speed and speed_left field. Look above at the generic description of these |
620 | fields. |
667 | fields. |
621 | |
668 | |
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669 | NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field |
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670 | like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches |
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671 | 0 before duration and FLAG_APPLIED is set, the force will last for 'duration'. |
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672 | If the FLAG_APPLIED is not set the force is removed when food reaches 0. |
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673 | Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. |
|
|
674 | |
622 | =over 4 |
675 | =over 4 |
623 | |
676 | |
624 | =item duration |
677 | =item duration |
625 | |
678 | |
626 | While this field is greater than 0 the force/object is not destroyed. It is |
679 | While this field is greater than 0 the force/object is not destroyed. It is |