ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/pod/objects.pod
(Generate patch)

Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.8 by elmex, Tue Dec 19 22:21:15 2006 UTC vs.
Revision 1.39 by root, Sat Apr 10 04:34:38 2010 UTC

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
99This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) 143This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
100the more seldom the object is processed. And the higher the speed field is 144the more seldom the object is processed. And the higher I<speed> is
101the more often the object is processed. 145the more often the object is processed.
102 146
147=item I<connected> <identifier>
148
149When this field is set the object will be linked to a connection with the
150same <identifier>. 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
103=item no_drop (0|1) 156=item I<no_drop> (0|1)
104 157
105Sets the flag FLAG_NO_DROP. 158Sets the flag FLAG_NO_DROP.
106See Flags section below. 159See Flags section below.
107 160
108=item applied (0|1) 161=item I<applied> (0|1)
109 162
110Sets the flag FLAG_APPLIED. 163Sets the flag FLAG_APPLIED.
111See Flags section below. 164See Flags section below.
112 165
113=item is_used_up (0|1) 166=item I<is_used_up> (0|1)
114 167
115Sets the flag FLAG_IS_USED_UP. 168Sets the flag FLAG_IS_USED_UP.
116See Flags section below. 169See Flags section below.
117 170
171=item I<changing> (0|1)
172
173Sets the flag FLAG_CHANGING.
174See Flags section below.
175
118=item auto_apply (0|1) 176=item I<auto_apply> (0|1)
119 177
120Sets the flag FLAG_AUTO_APPLY. 178Sets the flag FLAG_AUTO_APPLY.
121See Flags section below. 179See Flags section below.
122 180
123=item no_steal (0|1) 181=item I<no_steal> (0|1)
124 182
125Sets the flag FLAG_NO_STEAL. 183Sets the flag FLAG_NO_STEAL.
126See Flags section below. 184See Flags section below.
127 185
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
128=item activate_on_push (0|1) (default: 1) 201=item I<activate_on_push> (0|1) (default: 1)
129 202
130Sets the flag FLAG_ACTIVATE_ON_PUSH. 203Sets the flag FLAG_ACTIVATE_ON_PUSH.
131See Flags section below. 204See Flags section below.
132 205
133=item activate_on_release (0|1) (default: 1) 206=item I<activate_on_release> (0|1) (default: 1)
134 207
135Sets the flag FLAG_ACTIVATE_ON_RELEASE. 208Sets the flag FLAG_ACTIVATE_ON_RELEASE.
136See Flags section below. 209See Flags section below.
137 210
211=item I<is_lightable> (0|1)
212
213Sets the flag FLAG_IS_LIGHTABLE.
214See Flags section below.
215
138=item editable (more than deprecated) 216=item I<editable> (more than deprecated)
139 217
140This field had a special meaning for crossedit, which used parts 218This field had a special meaning for crossedit, which used parts
141of the server code for editing. Wherever you see this attribute being 219of the server code for editing. Wherever you see this field being
142set 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
143field anymore. 221field anymore.
222
223=item I<last_heal>, I<last_sp>
224
225For monsters and other living stuff that heals or regenarates hp or sp,
226these contain the fractional part of any healing that couldn't be applied
227to hp and sp yet.
144 228
145=back 229=back
146 230
147=head3 Flags 231=head3 Flags
148 232
158 242
159This flag mostly states whether this object has been 'applied' by the player. 243This flag mostly states whether this object has been 'applied' by the player.
160For objects that are applied by the code or have this flag set in the archetype 244For objects that are applied by the code or have this flag set in the archetype
161it mostly means 'this object is active'. 245it mostly means 'this object is active'.
162 246
163For example the player adjustments of the hp/sp/grace fields and inheritance 247For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
164of flags from objects in his inventory is toggled by this flag. 248of flags from objects in his inventory is toggled by this flag.
165 249
166=item FLAG_IS_USED_UP 250=item FLAG_IS_USED_UP
167 251
168This flag controls whether an object is 'used up'. If it is set the 'food' field 252This flag controls whether an object is 'used up'. If it is set I<food>
169of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha 253is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
170it is removed.
171 254
172If also the flag FLAG_APPLIED is set, the 'duration' field controls whether 255If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
173this object is removed or not, see the Force type below for the meaning 256this object is removed or not, see the B<FORCE> type below for the meaning
174of the duration field in this context. 257of the duration field in this context.
175 258
176If FLAG_APPLIED is not set the object is destroyed. 259If FLAG_APPLIED is not set the object is destroyed.
177 260
261=item FLAG_CHANGING
262
263If the I<state> field of the object is 0 the object will be processed periodically
264(if I<speed> is set). If the I<state> field is 1 it won't be processed.
265
266This flag indicates that the object is changing into a different object.
267The object has to have the I<other_arch> field set. The object the changing object
268changes into is derived from the archetype in I<other_arch>.
269
270When the object does not have FLAG_ALIVE set the I<food> field will be decremented
271each time the object is processed, and if I<food> reaches 0 one new object will be generated.
272
273When the object has FLAG_ALIVE set the I<food> field is the number of objects that
274will be generated.
275
276After the new object is created the I<hp> field from the old object is copied into
277the new one.
278
178=item FLAG_IS_A_TEMPLATE (internal use) 279=item FLAG_IS_A_TEMPLATE (internal use)
179 280
180This flag is set on the inventory of generators like CREATORs and CONVERTERs, 281This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
181or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 282or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
182 283
183=item FLAG_AUTO_APPLY 284=item FLAG_AUTO_APPLY
184 285
185This flag has currently only meaning for the TREASURE type, see below. 286This flag has currently only meaning for the B<TREASURE> type, see below.
186 287
187=item FLAG_ACTIVATE_ON_PUSH 288=item FLAG_ACTIVATE_ON_PUSH
188 289
189This flag has only meaning for objects that can be linked together 290This flag has only meaning for objects that can be linked together
190with the 'connected' field and controls wether the object should 291by the I<connected> field and controls wether the object should
191be activated when the connection is 'pushed' or it is 'released'. 292be activated when the connection is 'pushed' or it is 'released'.
192 293
294What 'pushed' and 'released' means depends on the object that
295activates the connection.
296
193This flag is by default on. 297This flag is by default on.
194 298
195=item FLAG_ACTIVATE_ON_RELEASE 299=item FLAG_ACTIVATE_ON_RELEASE
196 300
197This flag has only meaning for objects that can be linked together 301This flag has only meaning for objects that can be linked together
198with the 'connected' field and controls wether the object should 302by the I<connected> field and controls wether the object should
199be activated when the connection is 'pushed' or it is 'released'. 303be activated when the connection is 'pushed' or it is 'released'.
200 304
305What 'pushed' and 'released' means depends on the object that
306activates the connection.
307
201This flag is by default on. 308This flag is by default on.
202 309
203=item FLAG_NO_STEAL 310=item FLAG_NO_STEAL
204 311
205When this flag is set this object can't be stolen. The flag will be 312When this flag is set this object can't be stolen. The flag will be
206resetted once the object is placed on a map. 313reset once the object is placed on a map.
207 314
208When this flag is set on a monster it can defent attempts of stealing 315When this flag is set on a monster it can defend attempts at stealing
209(but in this context the flag is only used internally). 316(but in this context the flag is only used internally).
210 317
211=back 318=item FLAG_NO_SKILL_IDENT
212 319
213=head2 Description of type specific attributes 320This flag is mostly used internal and prevents unidentified objects
321(objects which don't have FLAG_IDENTIFIED set) being identified
322multiple times by skills.
323
324This flag is used to mark objects which were unsuccessfully identified by a
325players skill. So that multiple tries of identifying aren't more effective than
326one.
327
328=item FLAG_REFLECTING
329
330This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
331to indicate whether this object reflects off walls.
332
333=item FLAG_REFL_SPELL
334
335This flag indicates whether something reflects spells, like spell reflecting
336amuletts.
337
338=item FLAG_IS_LIGHTABLE
339
340This flag indicates whether a B<LIGHTER> can light this object. See also the
341description of the B<LIGHTER> type. How easy you can light an item depends
342partially on the material of the object.
343
344=item FLAG_MONSTER
345
346Enables NPC behaviour in general (both monster AI and friendly AI). Numerous fields
347change their meaning, including:
348
349=over 4
350
351=item I<wis>
352
353Governs the "wake-up radius" - the radius within a monster detects an enemy.
354
355Also, I<wis> governs pathfinding intelligence: 8 and up means the monster
356will partake in basic smell finding. 10 and up additionally spreads smell
357knowledge, and 15 and up additionally will try to perturb the path as to
358find shortcuts.
359
360=back
361
362=back
363
364=head2 Description of type specific fields and behaviour
214 365
215The beginning of the headers of the following subsection 366The beginning of the headers of the following subsection
216are the server internal names for the objects types, see include/define.h. 367are the server internal names for the objects types, see include/define.h.
217 368
218=head3 TRANSPORT - type 2 - Player transports 369=head3 B<TRANSPORT> - type 2 - Player transports
219 370
220This type is implemented by the transport extension and has currently no special 371This type is implemented by the transport extension and has currently no special
221attributes that affect it. 372fields that affect it.
222 373
223=head3 ROD - type 3 - Rods that fire spells 374=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
224 375
225Rods contain spells and can be fired by a player. 376Rods contain spells and can be fired by a player.
226 377
227=over 4 378=over 4
228 379
229=item level <number> 380=item I<level> <number>
230 381
231This attribute is used for calculating the spell level that can be fired 382This field is used for calculating the spell level that can be fired
232with this rod, it's also the maximum level of the spell that can be fired. 383with this rod, it's also the maximum level of the spell that can be fired.
233The level of the spell that is being fired depends mostly on 384The level of the spell that is being fired depends mostly on
234the 'use magic item' skill level of the player and 1/10 of the level of the 385the 'use magic item' skill level of the player and 1/10 of the level of the
235rod is added as bonus. 386rod is added as bonus.
236 387
237=item hp <number> 388=item I<hp> <number>
238 389
239The amount of spellpoints this rod has left. 390The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
391maxhp/10> per tick.
240 392
241=item maxhp <number> 393=item I<maxhp> <number>
242 394
243The maximum amount of spellpoints this rod has. 395The maximum amount of spellpoints this rod has.
244 396
245=item skill <skill name> 397=item I<skill> <skill name>
246 398
247This field determines which skill you need to apply this object. 399This field determines which skill you need to apply this object.
248 400
249=back 401=back
250 402
251=head3 TREASURE - type 4 - Treasures 403=head3 B<TREASURE> - type 4 - Treasures
252 404
253This type of objects are for random treasure generation in maps. 405This type of objects are for random treasure generation in maps.
254If this object is applied by a player it will replace itself with it's 406If this object is applied by a player it will replace itself with it's
255inventory. If it is automatically applied 407inventory. If it is automatically applied
256generate a treasure and replace itself with the generated treasure. 408generate a treasure and replace itself with the generated treasure.
258Chests are also of this type, their treasures are generated by 410Chests are also of this type, their treasures are generated by
259the auto apply code on map instantiation. 411the auto apply code on map instantiation.
260 412
261=over 4 413=over 4
262 414
263=item hp <number> 415=item I<hp> <number>
264 416
265The number of treasures to generate. 417The number of treasures to generate.
266 418
267=item exp <level> 419=item I<exp> <level>
268 420
269If FLAG_AUTO_APPLY is not set the exp field has no further meaning 421If FLAG_AUTO_APPLY is not set the exp field has no further meaning
270and the difficulty for the treasurecode only depends on the maps difficulty, 422and the difficulty for the treasurecode only depends on the maps difficulty,
271otherwise the exp field has the following meaning: 423otherwise the exp field has the following meaning:
272 424
275worth a treasure is or what bonuses it is given by the treasure code. 427worth a treasure is or what bonuses it is given by the treasure code.
276 428
277If this field is not set or 0 the difficulty of the map is passed to the treasure 429If this field is not set or 0 the difficulty of the map is passed to the treasure
278generation code. 430generation code.
279 431
280=item randomitems <treasurelist> 432=item I<randomitems> <treasurelist>
281 433
282The treasurelist to use to generate the treasure which is put in the 434The treasurelist to use to generate the treasure which is put in the
283treasure objects inventory. 435treasure objects inventory.
284 436
285=back 437=back
286 438
287=head3 POTION - type 5 - Potions for drinking and other nastynesses 439=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
288 440
289These objects contain a spell and will emit it on apply, which most 441These objects contain a spell and will emit it on apply, which most
290of the time has the meaning of 'drinking'. 442of the time has the meaning of 'drinking'.
291 443
292If no resistancy field, stat field or attacktype is set and no spell 444If no resistancy field, stat field or attacktype is set and no spell
297If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion 449If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
298will yield an explosion and hurt the player. 450will yield an explosion and hurt the player.
299 451
300=over 4 452=over 4
301 453
302=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 454=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
303 455
304These stat fields determine how many stat points the player gets 456These stat fields determine how many stat points the player gets
305when he applies this potion. 457when he applies this potion.
306 458
307If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 459If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
308 460
309=item sp <number> 461=item I<sp> <number>
310 462
311If this field is set and the randomitems field is not set 463If this field is set and the randomitems field is not set
312the field is interpreted as spell number, please look the right 464the field is interpreted as spell number, please look the right
313number up in common/loader.C. 465number up in common/loader.C.
314 466
315If this field is set the randomitems field will be unset by the 467If this field is set the randomitems field will be unset by the
316map loading code. 468map loading code.
317 469
318=item attacktype <attacktype> 470=item I<attacktype> <attacktype>
319 471
320This field has some special meaning in potions, currently the 472This field has some special meaning in potions, currently the
321bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 473bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
322restoration potion or improvement potion. 474restoration potion or improvement potion.
323See include/attackinc.h for the bits of these types. 475See include/attackinc.h for the bits of these types.
324 476
325If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION 477If AT_DEPLETE is set the player will be restored and the "depletion"
326will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED 478will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
327set the player will be drained a random stat by inserting an ARCH_DEPLETION 479set the player will be drained a random stat by inserting an "depletion"
328into him. 480into him.
329 481
330If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 482If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
331When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 483When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
332 484
333=item resist_<resistancy> <number> 485=item I<resist_RESISTANCY> <number>
334 486
335If this stat is set and no spell is in the potion the potion 487If this stat is set and no spell is in the potion the potion
336will create a force that give the player this specific resistancy. 488will create a force that give the player this specific resistancy.
337The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 489The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
338and the potion will last 10 times longer than the default force archetype 490and the potion will last 10 times longer than the default force archetype
339FORCE_NAME (at the moment of this writing spell/force.arc). 491FORCE_NAME (at the moment of this writing spell/force.arc).
340 492
341=item randomitems <treasurelist> 493=item I<randomitems> <treasurelist>
342 494
343The inventory/spell of the potion will be created by calling the treasure code 495The inventory/spell of the potion will be created by calling the treasure code
344with the treasurelist specified here. (I guess it's highly undefined what 496with the treasurelist specified here. (I guess it's highly undefined what
345happens if there is not a spell in the potions inventory). 497happens if there is not a spell in the potions inventory).
346 498
347=item on_use_yield <archetype> 499=item I<on_use_yield> <archetype>
348 500
349When this object is applied an instance of <archetype> will be created. 501When this object is applied an instance of <archetype> will be created.
350 502
351=item subtypes <potion subtype> 503=item I<subtypes> <potion subtype>
352 504
353see include/spells.h for possible potion subtypes, there are currently 4: 505see include/spells.h for possible potion subtypes, there are currently 4:
354 506
355=over 4 507=over 4
356 508
359Unused, default behaiour of a potion. 511Unused, default behaiour of a potion.
360 512
361=item POT_DUST 513=item POT_DUST
362 514
363This potion can be thrown to cast the spell that it has in it's inventory, 515This potion can be thrown to cast the spell that it has in it's inventory,
364the behaviour is not defined if there is not a spell in the inventory and the 516the behaviour is not defined if there is not a B<SPELL> in the inventory and the
365server will log an error. 517server will log an error.
366 518
367=item POT_FIGURINE 519=item POT_FIGURINE
368 520
369Unused, default behaiour of a potion. 521Unused, default behaiour of a potion.
374 526
375=back 527=back
376 528
377=back 529=back
378 530
379=head3 FOOD - type 6 - Eatable stuff 531=head3 B<FOOD> - type 6 - Edible stuff
380 532
381This is for objects that are representing general eatables like 533This is for objects that are representing general eatables like
382beef or bread. 534beef or bread.
383 535
384The main difference between FOOD, FLESH and DRINK is that they 536The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
385give different messages. 537give different messages.
386 538
387The specialty of FLESH is that it inherits the resistancies of the 539The specialty of B<FLESH> is that it inherits the resistancies of the
388monsters it was generated in and will let dragons raise their resistancies 540monsters it was generated in and will let dragons raise their resistancies
389with that. If the monster has the POISON attacktype the FLESH 541with that. If the monster has the B<POISON> attacktype the B<FLESH>
390will change into POISON. 542will change into B<POISON>.
391 543
392If a player runs low on food he will grab for FOOD, DRINK and POISON 544If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
393and if he doesn't find any of that he will start eating FLESH. 545and if he doesn't find any of that he will start eating B<FLESH>.
394 546
395=over 4 547=over 4
396 548
397=item title <string> 549=item I<title> <string>
398 550
399If the food has a title or is cursed it is considered 'special', which means that the 551If the food has B<title> set or is cursed it is considered 'special', which
400fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp 552means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
401are interpreted and have further effects on the player. 553I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
554on the player.
402 555
403The higher the food field is the longer the improvement of the player lasts 556The higher the I<food> field is the longer the improvement of the player lasts
404(except for hp and sp). 557(except for I<hp> and I<sp>).
405 558
406=item food <number> 559=item I<food> <number>
407 560
408This is the amount of food points the player gets when he eats this. 561This is the amount of food points the player gets when he eats this.
409 562
410=item on_use_yield <archetype> 563=item I<on_use_yield> <archetype>
411 564
412When this object is applied an instance of <archetype> will be created. 565When this object is applied an instance of <archetype> will be created.
413 566
414=back 567=back
415 568
416=head3 POISON - type 7 - Poisonous stuff 569=head3 B<POISON> - type 7 - Poisonous stuff
417 570
418This type is for objects that can poison the player when drinking. 571This type is for objects that can poison the player when he drinks/applies it.
419When applied it will hit the attacked with AT_POISON and will create 572When applied it will hit the attacked with AT_POISON and will create
420a POISONING object in the one who was hit. 573a B<POISONING> object in the one who was hit.
421 574
422=over 4 575=over 4
423 576
424=item level <number> 577=item I<level> <number>
425 578
426This field affects the propability of poisoning. The higher the level difference 579This field affects the probability of poisoning. The higher the level difference
427between the one who is hit and the poision the mose propable it is the attacked 580between the one who is hit and the poision the more probable it is the attacked
428one will be poisoned. 581one will be poisoned.
429 582
430=item slaying <race> 583=item I<slaying> <race>
431 584
432On poison this field has the usual meaning of 'slaying', when the 585This field has the usual meaning of 'slaying', when the
433ones race matches the slaying field the damage done by the poison 586poisoned's race matches the I<slaying> field the damage done by the poison
434is multiplied by 3. 587is multiplied by 3.
435 588
436=item hp <number> 589=item I<hp> <number>
437 590
438This is the amount of damage the player will receive from applying this. The 591This is the amount of damage the player will receive from applying this. The
439attacktype AT_POISON will be used to hit the player and the damage will 592attacktype AT_POISON will be used to hit the player and the damage will
440determine the strenght, duration and depletion of stats of the poisoning. The 593determine the strenght, duration and depletion of stats of the poisoning. The
441created POISONING object which is being placed in the one who was attacked will 594created B<POISONING> object which is being placed in the one who was attacked will
442get the damage from this field (which is maybe adjusted by slaying or the 595get the damage from this field (which is maybe adjusted by slaying or the
443resistancies). 596resistancies).
444 597
445=item food <number> 598=item I<food> <number>
446 599
4471/4 of <number> will be drained from the players food. 6001/4 of <number> will be drained from the players I<food>.
448 601
449=item on_use_yield <archetype> 602=item I<on_use_yield> <archetype>
450 603
451When this object is applied an instance of <archetype> will be created. 604When this object is applied an instance of <archetype> will be created.
452 605
453=back 606=back
454 607
608=head3 B<BOOK> - type 8 - Readable books
609
610This type is basically for representing text books in the game.
611
612Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
613
614=over 4
615
616=item I<msg> <text>
617
618This is the contents of the book. When this field is unset
619at treasure generation a random text will be inserted.
620
621=item I<skill> <skill name>
622
623The skill required to read this book. (The most resonable
624skill would be literacy).
625
626=item I<exp> <number>
627
628The experience points the player get for reading this book.
629
630=item I<subtype> <readable subtype>
631
632This field determines the type of the readable.
633Please see common/readable.C in the readable_message_types table.
634
635=back
636
637=head3 B<CLOCK> - type 9 - Clocks
638
639This type of objects just display the time when being applied.
640
641=head3 B<VEIN> - type 10 - item veins for mining
642
643Provides a place to apply to mining skill to.
644
645=item I<other_arch> <archname>
646
647The architecture to create on a successful mine.
648
649=item I<food> <number>
650
651The number of items to produce from this vein.
652
653=item I<ac> <percentage>
654
655The base chance of getting an item.
656
657=item I<race> <identifier>
658
659Race of required extraction tools.
660
661=back
662
663=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
664
665This is a spell effect of a moving bolt. It moves straigt forward
666through the map until something blocks it.
667If FLAG_REFLECTING is set it even reflects on walls.
668
669FLAG_IS_TURNABLE should be set on these objects.
670
671=over 4
672
673=item I<move_type> <movetype>
674
675This field affects the move type with which the lightning moves through
676the map and which map cells will reflect or block it.
677
678=item I<attacktype> <attacktype>
679
680The attacktype with which it hits the objects on the map.
681
682=item I<dam> <number>
683
684The damage this bolt inflicts when it hits objects on the map.
685
686=item I<Dex> <number>
687
688This is the fork percentage, it is reduced by 10 per fork.
689And the I<dam> field is halved on each fork.
690
691=item I<Con> (internal)
692
693This value is a percentage of which the forking lightning
694is deflected to the left. This value should be mostly used internally.
695
696=item I<duration> <number>
697
698The duration the bolt stays on a map cell. This field is decreased each time
699the object is processed (see the meaning of I<speed> and I<speed_left> fields in
700the generic object field description).
701
702=item I<range> <number>
703
704This is the range of the bolt, each space it advances this field is decreased.
705
706=back
707
708=head3 B<ARROW> - type 13 - Arrows
709
710This is the type for objects that represent projectiles like arrows.
711The movement of B<THROWN_OBJ>s behave similar to this type.
712
713Flying arrows are stopped either when they hit something blocking
714(I<move_block>) or something which is alive.
715If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
716set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
717damage with a small chance which is affected by the I<level> field of the arrow.
718
719If FLAG_REFLECTING is set on the arrow it will bounce off everything
720that is not alive and blocks it's movement.
721
722When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
723fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
724the object, to restore them once the arrow has been stopped.
725
726=over 4
727
728=item I<dam> <number>
729
730The amount of damage that is being done to the victim that gets hit.
731This field is recomputed when the arrow is fired and will consist
732of the sum of a damage bonus (see description of the B<BOW> type),
733the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
734and the arrows I<magic> field.
735
736=item I<wc> <number>
737
738The weapon class of the arrow, which has effect on the probability of hitting.
739
740It is recomputed when the arrow is being fired by this formula:
741
742 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
743 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
744
745When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
746level is not added.
747
748wc_mod is dependend on the fire mode of the bow. For a more detailed
749explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
750
751=item I<magic> <number>
752
753This field is added to the damage of the arrow when it is shot and
754will also improve it's I<speed> by 1/5 of it's value.
755
756=item I<attacktype> <attacktype>
757
758Bitfield which decides the attacktype of the damage, see include/attackinc.h
759On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
760
761=item I<level> <number> (interally used)
762
763The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
764see above in the B<ARROW> description.
765
766The I<level> is set when the arrow is fired to either the skill level or the
767shooters level.
768
769=item I<speed> <number> (internal)
770
771This field shouldn't be set directly in the archetype, the arrow will get it's
772I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
773arrow will be stopped immediatly.
774
775On fireing the I<speed> of the arrow is computed of 1/5 of the
776sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
777of the bows I<dam> field is added to the I<speed> of the arrow.
778
779The minimum I<speed> of an arrow is 1.0.
780
781While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
782
783If the I<speed> is above 10.0 it goes straight through the creature it hits and
784its I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
785stopped and either stuck into the victim (see I<weight> field description) or
786put on its map square (if it didn't break, see description of the I<food> field).
787
788=item I<weight> <number>
789
790This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
791the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
792
793=item I<food> <number>
794
795The breaking percentage. 100 (%) means: breaks on usage for sure.
796
797=item I<inventory> (internal)
798
799If the flying/moving object has something in it's inventory and it stops, it
800will be replaced with it's inventory. Otherwise it will be handled as usual,
801which means: it will be calculated whether the arrow breaks and it will be
802reset for reuse.
803
804=item I<slaying> <string>
805
806When the bow that fires this arrow has it's I<slaying> field set it is copied
807to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
808
809=item I<move_type> <movetype> (internally used)
810
811This field is set when the arrow is shot to MOVE_FLY_LOW.
812
813=item I<move_on> <movetype> (internally used)
814
815This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
816
817=item I<race> <string>
818
819The I<race> field is a unique key that assigns arrows, bows and quivers. When
820shooting an arrow the bows I<race> is used to search for arrows (which have the
821same I<race> as the bow) in the players inventory and will recursively search in
822the containers (which are applied and have the same I<race> as the bow and the arrow).
823
824=back
825
826=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
827
828TODO, but take into account B<ARROW> description above!
829
455=head3 WEAPON - type 15 - Weapons 830=head3 B<WEAPON> - type 15 - Weapons
456 831
457This type is for general hack and slash weapons like swords, maces 832This type is for general hack and slash weapons like swords, maces
458and daggers and and .... 833and daggers and and ....
459 834
460=over 4 835=over 4
461 836
462=item weapontype <type id> 837=item I<weapontype> <type id>
463 838
464decides what attackmessages are generated, see include/define.h 839decides what attackmessages are generated, see include/define.h
465 840
466=item attacktype <bitmask> 841=item I<attacktype> <bitmask>
467 842
468bitfield which decides the attacktype of the damage, see include/attackinc.h 843bitfield which decides the attacktype of the damage, see include/attackinc.h
469 844
470=item dam <number> 845=item I<dam> <number>
471 846
472amount of damage being done with the attacktype 847amount of damage being done with the attacktype
473 848
474=item item_power <level> 849=item I<item_power> <level>
475 850
476the itempower of this weapon. 851the itempower of this weapon.
477 852
478=item name 853=item I<name>
479 854
480the name of the weapon. 855the name of the weapon.
481 856
482=item level (internal) 857=item I<level> (internal)
483 858
484The improvement state of the weapon. 859The improvement state of the weapon.
485If this field is greater than 0 the 'name' field starts with the 860If this field is greater than 0 the I<name> field starts with the
486characters name who improved this weapon. 861characters name who improved this weapon.
487 862
488=item last_eat (internal) 863=item I<last_eat> (internal)
489 864
490seems to be the amount of improvements of a weapon, 865This seems to be the amount of improvements of a weapon,
491the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 866the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
492 867
493 ((who->level / 5) + 5) >= op->last_eat 868 ((who->level / 5) + 5) >= op->last_eat
494 869
495=item last_sp 870=item I<last_sp>
496 871
497the weapon speed (see magic description) 872the weapon speed (see magic description)
498 873
499=item food <number> 874=item I<food> <number>
500 875
501addition to food regeneration of the player 876addition to food regeneration of the player
502 877
503=item hp <number> 878=item I<hp> <number>
504 879
505addition to health regeneration 880addition to health regeneration
506 881
507=item sp <number> 882=item I<sp> <number>
508 883
509addition to mana regeneration 884addition to mana regeneration
510 885
511=item grace <number> 886=item I<grace> <number>
512 887
513addititon to grace regeneration 888addititon to grace regeneration
514 889
515=item gen_sp_armour <number> 890=item I<gen_sp_armour> <number>
516 891
517the players gen_sp_armour field (which is per default 10) is added the <number> amount. 892the players I<gen_sp_armour> field (which is per default 10) is being added the
518gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 893<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
519is multiplied: gen_sp *= 10/<number> 894do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
520meaning: values > 10 of gen_sp_armour limits the amout of regenerated 895I<gen_sp_armour> limits the amout of regenerated spellpoints.
521spellpoints.
522 896
523generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 897Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
524sp regeneration. 898I<sp> regeneration.
525 899
526=item body_<body slot/part> 900=item I<body_BODYSLOT>
527 901
528the part of the body you need to use this weapon, possible values should be 902The part/slot of the body you need to use this weapon, possible values for
529looked up in common/item.C at body_locations. 903C<BODYSLOT> should be looked up in common/item.C at body_locations.
530 904
531=item resist_<resistnacy> <number> 905The value (in the range C<-7..7>) gives the number of those body slots
906used up by the item (if negative) or the number of body slots this object
907has (if positive, e.g. for monsters or players). The special value C<0>
908indicates that this object cannot equip items requiring these body slots.
909
910=item I<resist_RESISTANCY> <number>
532 911
533this is the factor with which the difference of the players resistancy and 100% 912this is the factor with which the difference of the players resistancy and 100%
534is multiplied, something like this: 913is multiplied, something like this:
535 914
536 additional_resistancy = (100 - current_resistanct) * (<number>/100) 915 additional_resistancy = (100 - current_resistancy) * (<number>/100)
537 916
538if <number> is negative it is added to the total vulnerabilities, 917if <number> is negative it is added to the total vulnerabilities,
539and later the total resistance is decided by: 918and later the total resistance is decided by:
540 919
541 'total resistance = total protections - total vulnerabilities' 920 'total resistance = total protections - total vulnerabilities'
542 921
543see also common/living.C:fix_player 922see also common/living.C:fix_player.
544 923
545=item patch_(attuned|repelled|denied) 924=item I<path_(attuned|repelled|denied)>
546 925
547this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 926this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
548for the pathes. 927for the pathes.
549 928
550=item luck <number> 929=item I<luck> <number>
551 930
552this luck is added to the players luck 931this luck is added to the players I<luck>
553 932
554=item move_type 933=item I<move_type>
555 934
556if the weapon has a move_type set the player inherits it's move_type 935if the weapon has a I<move_type> set the player inherits it's I<move_type>
557 936
558=item exp <number> 937=item I<exp> <number>
559 938
560the added_speed and bonus_speed of the player is raised by <number>/3. 939the added_speed and bonus_speed of the player is raised by <number>/3.
561if <number> < 0 then the added_speed is decreased by <number> 940if <number> < 0 then the added_speed is decreased by <number>
562 941
563=item weight 942=item I<weight>
564 943
565the weight of the weapon 944the weight of the weapon
566 945
567=item magic 946=item I<magic>
568 947
569the magic field affects the amounts of the following fields: 948the I<magic> field affects the amounts of the following fields:
570 949
571 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 950 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
572 951
573 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 952 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
574 953
575 - dam: the players dam is adjusted by: player->dam += (dam + magic) 954 - dam: the players dam is adjusted by: player->dam += (dam + magic)
576 955
577 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 956 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
578 (minium is 0) 957 (minium is 0)
579 958
580=item ac <number> 959=item I<ac> <number>
581 960
582the amount of ac points the player's ac is decreased 961the amount of ac points the player's I<ac> is decreased when applying this object.
583 962
584=item wc <number> 963=item I<wc> <number>
585 964
586the amount of wc points the player's wc is decreased 965the amount of wc points the player's I<wc> is decreased when applying this object.
587 966
588=back 967=back
589 968
590=head4 Player inherits following flags from weapons: 969=head4 Player inherits following flags from weapons:
591 970
596 FLAG_XRAYS 975 FLAG_XRAYS
597 FLAG_BLIND 976 FLAG_BLIND
598 FLAG_SEE_IN_DARK 977 FLAG_SEE_IN_DARK
599 FLAG_UNDEAD 978 FLAG_UNDEAD
600 979
980=head3 B<GRIMREAPER> - type 28 - Grimreapers
981
982These type are mostly used for monsters, they give the
983monster the ability to dissapear after 10 hits with AT_DRAIN.
984
985=over 4
986
987=item I<value> <number>
988
989This field stores the hits the monster did yet.
990
991=back
992
993=head3 B<CREATOR> - type 42 - Object creators
994
995Once a creator is activated by a connection it creates a number of objects
996(cloned from it's inventory or a new object derived from the archetype
997named in the other_arch slot).
998
999If FLAG_LIVESAFE is set the number of uses is unlimited.
1000
1001=over 4
1002
1003=item I<hp> <number>
1004
1005If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
1006be used.
1007
1008=item I<speed> <float>
1009
1010If I<speed> is set the creator will create an object periodically,
1011see I<speed> and I<speed_left> fields in the general object field description
1012for more details.
1013
1014=item I<slaying> <string>
1015
1016If set the generated object's name and title will be set to this.
1017
1018=item I<other_arch> <string>
1019
1020If the inventory of the creator is empty new objects will be derived from the
1021archetype named by <string>.
1022
1023=item I<connected> <identifier>
1024
1025See generic object field description.
1026
1027=back
1028
1029=head3 B<SKILL> - type 43 - Skills
1030
1031This type is basically for representing skills in the game.
1032
1033=over 4
1034
1035=item I<subtype> <skill number>
1036
1037=item I<skill> <string>
1038
1039The skill identifier used by other items, usually the skill name
1040
1041=item I<level> <percentage>
1042
1043not used?
1044
1045=item I<exp> <number>
1046
1047Base amount of experience in a skill, for skills not starting at zero.
1048
1049=item I<expmul> <float>
1050
1051Experience is multiplied by this factor.
1052
1053=back
1054
601=head3 DRINK - type 54 - Drinkable stuff 1055=head3 B<DRINK> - type 54 - Drinkable stuff
602 1056
603See FOOD description. 1057See B<FOOD> description.
604 1058
605=head3 CHECK_INV - type 64 - Inventory checkers 1059=head3 B<CHECK_INV> - type 64 - Inventory checkers
606 1060
607This object checks whether the player has a specific item in his 1061This object checks whether the player has a specific item in his
608inventory when he moves above the inventory checker. If the player has 1062inventory when he moves above the inventory checker. If the player has
609the item (or not, which can be controlled with a flag) a connection will be triggered. 1063the item (or not, which can be controlled with a flag) a connection will be triggered.
610 1064
611If you set move_block you can deny players and monsters to reach the space where 1065If you set I<move_block> you can deny players and monsters to reach the space where
612the inventory checker is on, see 'move_block' description below. 1066the inventory checker is on, see I<move_block> description below.
613 1067
614The conditions specified by hp, slaying and race are concationated with OR. 1068The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
615So matching one of those conditions is enough. 1069So matching one of those conditions is enough.
616 1070
617=over 4 1071=over 4
618 1072
619=item move_block <move type bitmask> 1073=item I<move_block> <move type bitmask>
620 1074
621If you set this field to block a movetype the move code will block any moves 1075If you set this field to block a movetype the move code will block any moves
622onto the space with the inventory checker, IF the moving object doesn't have 1076onto the space with the inventory checker, IF the moving object doesn't have
623(or has - if last_sp = 0) the item that the checker is searching for. 1077(or has - if I<last_sp> = 0) the item that the checker is searching for.
624 1078
625=item last_sp (0|1) 1079=item I<last_sp> (0|1)
626 1080
627If last_sp is 1 'having' the item that is being checked for will 1081If I<last_sp> is 1 'having' the item that is being checked for will
628activate the connection or make the space with the checker non-blocking. 1082activate the connection or make the space with the checker non-blocking.
629If last_sp is 0 'not having' the item will activate the connection 1083If I<last_sp> is 0 'not having' the item will activate the connection
630or make the space with the checker non-blocking. 1084or make the space with the checker non-blocking.
631 1085
632=item last_heal (0|1) 1086=item I<last_heal> (0|1)
633 1087
634If last_heal is 1 the matching item will be removed if the inventory checker 1088If I<last_heal> is 1 the matching item will be removed if the inventory checker
635activates a connection and finds the item in the inventory. 1089activates a connection and finds the item in the inventory.
636 1090
637(A inventory checker that blocks a space won't remove anything from inventories) 1091(A inventory checker that blocks a space won't remove anything from inventories)
638 1092
639=item hp <number> 1093=item I<hp> <number>
640 1094
641If this field is not 0 the inventory checker will search for an object 1095If this field is not 0 the inventory checker will search for an object
642with the type id <number>. 1096with the type id <number>.
643 1097
644=item slaying <string> 1098=item I<slaying> <string>
645 1099
646If this field is set the inventory checker will search for an object that 1100If this field is set the inventory checker will search for an object that
647has the same string in the slaying field (for example a key string of a key). 1101has the same string in the I<slaying> field (for example a key string of a key).
648 1102
649=item race <string> 1103=item I<race> <string>
650 1104
651If this field is set the inventory checker will search for an object which 1105If this field is set the inventory checker will search for an object which
652has the archetype name that matches <string>. 1106has the archetype name that matches <string>.
653 1107
654=item connected <connection id> 1108=item I<connected> <identifier>
655 1109
656This is the connection that will be activated. 1110This is the connection that will be activated. The connection is
1111'pushed' when someone enters the space with the inventory checker,
1112and it is 'released' when he leaves it.
657 1113
658=back 1114See also the description of the I<connected> field in the generic object
1115field section.
659 1116
1117=back
1118
1119=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1120
1121speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1122changes.
1123
1124 (based on value that last_sp takes):
1125 0: 'furious' Makes all monsters aggressive
1126 1: 'angry' As above but pets are unaffected
1127 2: 'calm' Makes all monsters unaggressive
1128 3: 'sleep' Puts all monsters to sleep
1129 4: 'charm' Makes monster into a pet of person
1130 who triggers the square. This setting
1131 is not enabled for continous operation
1132 5: 'destroy mons' destroy any monsters on this space
1133 6: 'destroy pets' destroy friendly monsters on this space
1134
660=head3 FLESH - type 72 - Organs and body parts 1135=head3 B<FLESH> - type 72 - Organs and body parts
661 1136
662See FOOD description. 1137See B<FOOD> description.
663 1138
1139=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1140
1141A type for any object that has no special behaviour.
1142
1143=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1144
1145This type of objects multiplies objects that are above it when it is activated.
1146You can even multiply by 0, which will destroy the object.
1147
1148=over 4
1149
1150=item I<level> <number>
1151
1152The multiplicator, if set to 0 or lower it will destroy the objects above it.
1153
1154=item I<other_arch> <string>
1155
1156The archetype name of the objects that should be multiplied.
1157
1158=item I<connected> <identifier>
1159
1160See generic object field description.
1161
1162=back
1163
664=head3 HOLE - type 94 - Holes 1164=head3 B<HOLE> - type 94 - Holes
665 1165
666Holes are holes in the ground where objects can fall through. When the hole 1166B<HOLE>s are holes in the ground where objects can fall through. When the hole
667opens and/or is completly open all objects above it fall through (more 1167opens and/or is completly open all objects above it fall through (more
668precisely: if their head is above the hole). 1168precisely: if their head is above the hole).
669 1169
1170When the B<HOLE> is activated it's speed is set to 0.5.
1171
670Trapdoors can only transfer the one who falls through to other coordinates 1172These holes can only transfer the one who falls through to other coordinates
671on the B<same> map. 1173on the same map.
672 1174
673=over 4 1175=over 4
674 1176
675=item maxsp (0|1) 1177=item I<maxsp> (0|1)
676 1178
677This field negates the state of the connection: When maxsp is 1 the pit will 1179This field negates the state of the connection: When maxsp is 1 the pit will
678open/close when the connection is deactivated. Otherwise it will open/close 1180open/close when the connection is deactivated. Otherwise it will open/close
679when the connection is activated. This field only has effect when the 1181when the connection is activated. This field only has effect when the
680connection is triggered. So if you put a closed hole on a map, and the 1182connection is triggered. So if you put a closed hole on a map, and the
681connection is deactivated, and maxsp is 1 the hole will remain closed until the 1183connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
682connection was triggered once. 1184connection was triggered once.
683 1185
684=item connected <connection id> 1186=item I<connected> <identifier>
685 1187
686This is the connection id, which lets the hole opening or closing when 1188This is the connection id, which lets the hole opening or closing when
687activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1189activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
688at which connection state the object is activated. 1190at which connection state the object is activated.
689 1191
690For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1192For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
691the connection is released. 1193the connection is released.
692 1194
693=item wc <number> (internal) 1195=item I<wc> <number> (internal)
694 1196
695This is an internal flag. If it is greater than 0 it means that the hole is not 1197This is an internal field. If it is greater than 0 it means that the hole is not
696yet fully open. More preciesly: this field is the animation-step and if it is 1198yet fully open. More preciesly: this field is the animation-step and if it is
697set to the 'closed' step of the animation the hole is closed and if it is on 1199set to the 'closed' step of the animation the hole is closed and if it is on
698the 'open' animation step (wc = 0), the hole is open. 1200the 'open' animation step (I<wc> = 0), the hole is open.
699 1201
700=item sp <number> 1202=item I<sp> <number>
701 1203
702The destination y coordinates on the same map. 1204The destination y coordinates on the same map.
703 1205
704=item hp <number> 1206=item I<hp> <number>
705 1207
706The destination x coordinates on the same map. 1208The destination x coordinates on the same map.
707 1209
708=back 1210=back
709 1211
710=head3 POISONING - type 105 - The poisoning of players and monsters 1212=head3 B<POISONING> - type 105 - The poisoning of players and monsters
711 1213
712This type is doing the actual damage to the ones who were attacked 1214This type is doing the actual damage to the ones who were attacked
713via AT_POISON (or drank POISON). 1215via AT_POISON (or drank B<POISON>).
714 1216
715The duration is handled via the FLAG_IS_USED_UP mechanism (please look 1217The duration is handled via the FLAG_IS_USED_UP mechanism (please look
716there for details). 1218there for details).
717 1219
718=over 4 1220=over 4
719 1221
720=item dam <number> 1222=item I<dam> <number>
721 1223
722Each time the poisoning is processed (which is determined by the speed and speed_left 1224Each time the poisoning is proccessed (which is determined by the I<speed> and
723fields, see the general object attributes above) it hits the player with 1225I<speed_left> fields, see the general object fields description above) it hits
724<number> damage and the AT_INTERNAL attacktype (means: it will simply 1226the player with <number> damage and the AT_INTERNAL attacktype (means: it will
725hit the player with no strings attached). 1227simply hit the player with no strings attached).
726 1228
727=item food <number> 1229=item I<food> <number>
728 1230
729Just a note: The posion is removed when food == 1 and not when 1231Just a note: The posioning is removed if I<food> == 1 and not if
730the whole duration is up, because the POISONING code has to remove 1232the whole I<duration> is up, because the B<POISONING> code has to remove
731the poison-effects from the player before the FLAG_IS_USED_UP mechanism 1233the poison-effects from the player before the FLAG_IS_USED_UP mechanism
732deletes the POISONING object. 1234deletes the B<POISONING> object.
733 1235
734=back 1236=back
735 1237
736=head3 FORCE - type 114 - Forces 1238=head3 B<FORCE> - type 114 - Forces
737 1239
738Forces are a very 'thin' type. They don't have much behaviour other than 1240Forces are a very 'thin' type. They don't have much behaviour other than
739disappearing after a time and/or affecting the player if they are in his 1241disappearing after a time and/or affecting the player if they are in his
740inventory. 1242inventory.
741 1243
742Forces only take effect on the player if they have set FLAG_APPLIED. 1244Forces only take effect on the player if they have FLAG_APPLIED set.
743 1245
744Whether the duration field is processed or not a tick is controlled via the 1246Whether the I<duration> field is processed or not per tick is controlled by the
745speed and speed_left field. Look above at the generic description of these 1247I<speed> and I<speed_left> fields. Look above in the generic object field description.
746fields.
747 1248
748NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field 1249NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
749like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches 1250interpreter like described in the description of the FLAG_IS_USED_UP flag.
7500 before duration and FLAG_APPLIED is set, the force will last for 'duration'. 1251BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
751If the FLAG_APPLIED is not set the force is removed when food reaches 0. 1252will still last for I<duration>. If the FLAG_APPLIED is not set the force is
752Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. 1253removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1254have good semantics on forces, try to avoid it.
753 1255
754=over 4 1256=over 4
755 1257
756=item duration 1258=item I<duration>
757 1259
758While this field is greater than 0 the force/object is not destroyed. It is 1260While this field is greater than 0 the force/object is not destroyed. It is
759decreased each tick by 1. 1261decreased each tick by 1.
760 1262
761If it reaches 0 the force/object is destroyed. 1263If it reaches 0 the force/object is destroyed.
764FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1266FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
765what happens then. 1267what happens then.
766 1268
767=back 1269=back
768 1270
769=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1271=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
770 1272
771This object is generated by the POTION code when the potion is a resistance 1273This object is generated by the B<POTION> code when the potion is a resistance
772giving potion. It has mainly the same behaviour as a FORCE. 1274giving potion. It has mainly the same behaviour as a B<FORCE>.
773 1275
774The specialty of the potion effect is that the resistancy it gives is absolute, 1276The specialty of the potion effect is that the resistancy it gives is absolute,
775so if you drin a resistancy potion of fire+60 you will get 60% resistancy to 1277so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
776fire. 1278fire.
777 1279
778Multiple potion effects only give you the maximum of their resistancy. 1280Multiple potion effects only give you the maximum of their resistancy.

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines