… | |
… | |
123 | =item no_steal (0|1) |
123 | =item no_steal (0|1) |
124 | |
124 | |
125 | Sets the flag FLAG_NO_STEAL. |
125 | Sets the flag FLAG_NO_STEAL. |
126 | See Flags section below. |
126 | See Flags section below. |
127 | |
127 | |
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128 | =item reflecting (0|1) |
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129 | |
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130 | Sets the flag FLAG_REFLECTING. |
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131 | See Flags section below. |
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132 | |
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133 | =item reflect_spell (0|1) |
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134 | |
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135 | Sets the flag FLAG_REFL_SPELL. |
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136 | See Flags section below. |
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137 | |
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138 | =item no_skill_ident (0|1) |
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139 | |
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140 | Sets the flag FLAG_NO_SKILL_IDENT. |
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141 | See Flags section below. |
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142 | |
128 | =item activate_on_push (0|1) (default: 1) |
143 | =item activate_on_push (0|1) (default: 1) |
129 | |
144 | |
130 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
145 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
131 | See Flags section below. |
146 | See Flags section below. |
132 | |
147 | |
… | |
… | |
205 | When this flag is set this object can't be stolen. The flag will be |
220 | When this flag is set this object can't be stolen. The flag will be |
206 | resetted once the object is placed on a map. |
221 | resetted once the object is placed on a map. |
207 | |
222 | |
208 | When this flag is set on a monster it can defent attempts of stealing |
223 | When this flag is set on a monster it can defent attempts of stealing |
209 | (but in this context the flag is only used internally). |
224 | (but in this context the flag is only used internally). |
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225 | |
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226 | =item FLAG_NO_SKILL_IDENT |
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227 | |
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228 | This flag is mostly used internal and prevents unidentified objects |
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229 | (objects which don't have FLAG_IDENTIFIED set) being identified by |
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230 | skills. |
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231 | |
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232 | This flag is used to mark objects to never being identified by a skill |
|
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233 | once a player failed to identify an object. So that multiple tries |
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234 | of identifying aren't more effective than one. |
|
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235 | |
|
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236 | =item FLAG_REFLECTING |
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237 | |
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238 | This flag is used by spell effects (eg. SP_BOLT), THROWN_OBJ and ARROW |
|
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239 | to indicate whether this object reflects off walls. |
|
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240 | |
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241 | =item FLAG_REFL_SPELL |
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242 | |
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243 | This flag indicates whether something reflects spells, like spell reflecting |
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244 | amuletts. |
210 | |
245 | |
211 | =back |
246 | =back |
212 | |
247 | |
213 | =head2 Description of type specific attributes |
248 | =head2 Description of type specific attributes |
214 | |
249 | |
… | |
… | |
449 | =item on_use_yield <archetype> |
484 | =item on_use_yield <archetype> |
450 | |
485 | |
451 | When this object is applied an instance of <archetype> will be created. |
486 | When this object is applied an instance of <archetype> will be created. |
452 | |
487 | |
453 | =back |
488 | =back |
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489 | |
|
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490 | =head3 BOOK - type 8 - Readable books |
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491 | |
|
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492 | This type is basically for representing text books in the game. |
|
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493 | |
|
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494 | Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). |
|
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495 | |
|
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496 | =over 4 |
|
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497 | |
|
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498 | =item msg <text> |
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499 | |
|
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500 | This is the contents of the book. When this field is unset |
|
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501 | at treasure generation a random text will be inserted. |
|
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502 | |
|
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503 | =item skill <skill name> |
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504 | |
|
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505 | The skill required to read this book. (The most resonable |
|
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506 | skill would be literacy). |
|
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507 | |
|
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508 | =item exp <number> |
|
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509 | |
|
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510 | The experience points the player get for reading this book. |
|
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511 | |
|
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512 | =item subtype <readable subtype> |
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513 | |
|
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514 | This field determines the type of the readable. |
|
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515 | Please see common/readable.C in the readable_message_types table. |
|
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516 | |
|
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517 | =back |
|
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518 | |
|
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519 | =head3 CLOCK - type 9 - Clocks |
|
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520 | |
|
|
521 | This type of objects just display the time when being applied. |
|
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522 | |
|
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523 | =head3 LIGHTNING - type 12 - Lightnings (DEPRECATED, see SPELL_EFFECT subtype SP_BOLT) |
|
|
524 | |
|
|
525 | This is a spell effect of a moving bolt. It moves straigt forward |
|
|
526 | through the map until something blocks it. |
|
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527 | If FLAG_REFLECTING is set it even reflects on walls. |
|
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528 | |
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529 | FLAG_IS_TURNABLE should be set on these objects. |
|
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530 | |
|
|
531 | =over 4 |
|
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532 | |
|
|
533 | =item move_type <movetype> |
|
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534 | |
|
|
535 | This field affects the move type with which the lightning moves through |
|
|
536 | the map and which map cells will reflect or block it. |
|
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537 | |
|
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538 | =item attacktype <attacktype> |
|
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539 | |
|
|
540 | The attacktype with which it hits the objects on the map. |
|
|
541 | |
|
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542 | =item dam <number> |
|
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543 | |
|
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544 | The damage this bolt inflicts when it hits objects on the map. |
|
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545 | |
|
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546 | =item Dex <number> |
|
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547 | |
|
|
548 | This is the fork percentage, it is reduced by 10 per fork. |
|
|
549 | And the damage is halved on each fork. |
|
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550 | |
|
|
551 | =item Con <number> |
|
|
552 | |
|
|
553 | This value is a percentage of which the forking lightning |
|
|
554 | is deflected to the left. This value should be mostly used internally. |
|
|
555 | |
|
|
556 | =item duration <number> |
|
|
557 | |
|
|
558 | The duration the bolt stays on a map cell. This field is decreased each time |
|
|
559 | the object is processed (see the meaning of speed and speed_left fields in |
|
|
560 | the object general description). |
|
|
561 | |
|
|
562 | =item range <number> |
|
|
563 | |
|
|
564 | This is the range of the bolt, each space it advances this field is decreased. |
|
|
565 | |
|
|
566 | =back |
|
|
567 | |
454 | |
568 | |
455 | =head3 WEAPON - type 15 - Weapons |
569 | =head3 WEAPON - type 15 - Weapons |
456 | |
570 | |
457 | This type is for general hack and slash weapons like swords, maces |
571 | This type is for general hack and slash weapons like swords, maces |
458 | and daggers and and .... |
572 | and daggers and and .... |
… | |
… | |
596 | FLAG_XRAYS |
710 | FLAG_XRAYS |
597 | FLAG_BLIND |
711 | FLAG_BLIND |
598 | FLAG_SEE_IN_DARK |
712 | FLAG_SEE_IN_DARK |
599 | FLAG_UNDEAD |
713 | FLAG_UNDEAD |
600 | |
714 | |
|
|
715 | =head3 GRIMREAPER - type 28 - Grimreapers |
|
|
716 | |
|
|
717 | These type are mostly used for monsters, they give the |
|
|
718 | monster the ability to dissapear after 10 hits with AT_DRAIN. |
|
|
719 | |
|
|
720 | =over 4 |
|
|
721 | |
|
|
722 | =item value <number> |
|
|
723 | |
|
|
724 | This field stores the hits the monster did yet. |
|
|
725 | |
|
|
726 | =back |
|
|
727 | |
601 | =head3 DRINK - type 54 - Drinkable stuff |
728 | =head3 DRINK - type 54 - Drinkable stuff |
602 | |
729 | |
603 | See FOOD description. |
730 | See FOOD description. |
604 | |
731 | |
605 | =head3 CHECK_INV - type 64 - Inventory checkers |
732 | =head3 CHECK_INV - type 64 - Inventory checkers |
… | |
… | |
658 | =back |
785 | =back |
659 | |
786 | |
660 | =head3 FLESH - type 72 - Organs and body parts |
787 | =head3 FLESH - type 72 - Organs and body parts |
661 | |
788 | |
662 | See FOOD description. |
789 | See FOOD description. |
|
|
790 | |
|
|
791 | =head3 MISC_OBJECT - type 79 - Misc. objects |
|
|
792 | |
|
|
793 | A type for any object that has no special behaviour. |
|
|
794 | |
|
|
795 | =head3 MONSTER - type 80 - Monsters |
|
|
796 | |
|
|
797 | This is the main type for monsters. This type does almost |
|
|
798 | nothing except taking care of animations a bit. |
|
|
799 | |
|
|
800 | The special behaviour of a monster is given to an object by FLAG_MONSTER and |
|
|
801 | FLAG_ALIVE, please consult the section about flags above in the general object |
|
|
802 | section. |
663 | |
803 | |
664 | =head3 HOLE - type 94 - Holes |
804 | =head3 HOLE - type 94 - Holes |
665 | |
805 | |
666 | Holes are holes in the ground where objects can fall through. When the hole |
806 | Holes are holes in the ground where objects can fall through. When the hole |
667 | opens and/or is completly open all objects above it fall through (more |
807 | opens and/or is completly open all objects above it fall through (more |