1 | =head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION |
1 | =head1 DELIANTRA OBJECT AND INTERNALS DOCUMENTATION |
2 | |
2 | |
3 | Here is all information about the object types Crossfire+ |
3 | Here is all information about the object types Deliantra |
4 | supports at the moment. This is not a complete documentation (yet) |
4 | supports at the moment. This is not a complete documentation (yet) |
5 | and browsing the source is still recommended to learn about |
5 | and browsing the source is still recommended to learn about |
6 | the objects that aren't documented here. |
6 | the objects that aren't documented here. |
7 | |
7 | |
8 | This documentation is in a sketchy state. It's mostly |
8 | This documentation is in a sketchy state. It's mostly |
9 | used to collect notes about the internal behaviour of the |
9 | used to collect notes about the internal behaviour of the |
10 | objects. |
10 | objects. |
11 | |
11 | |
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12 | =head2 About the notation and terms |
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13 | |
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14 | The term 'archetype' stands for a collection of fields. |
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15 | The term 'object' stands for an archetype instance. |
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16 | The term 'field' is used for an object fields and archetype fields. |
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17 | |
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18 | Field names will be displayed like this: I<fieldname> |
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19 | |
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20 | Type names will be displayed like this: B<TYPENAME> |
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21 | |
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22 | Flag names will be displayer like this: FLAG_NAME |
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23 | |
12 | =head2 About archetypes and objects |
24 | =head2 About archetypes and objects |
13 | |
25 | |
14 | Field denotes an attribute of an archetype. |
26 | Archetypes are 'templates' of objects. If an object is derived |
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27 | from an archetype the object fields will be set to the corresponding |
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28 | fields in the archetype. |
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29 | |
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30 | When a map is instanciated (loaded), the 'object' description on the |
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31 | map are considered patches of the archetype. |
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32 | |
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33 | This document does explain the behaviour of the objects and the meaning of |
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34 | their fields in the server engine, which are derived from archetypes. |
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35 | |
15 | This is an example of an archetype: |
36 | This 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 | |
35 | This archetype has the name 'button_trigger' and the objects that |
56 | The first B<field> is I<name>: 'button_trigger', which basically means that |
36 | inherit from this archetype have the name 'button'. |
57 | instances (objects) that are created/derived from this archetype have the |
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58 | name 'button' (which means that the field I<name> of the object will be set |
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59 | to the same value as the archetypes field I<name>). |
37 | |
60 | |
38 | The next field 'type' decides the main behaviour of this archetype. |
61 | The next field I<type> decides the behaviour of objects derived from this archetype. |
39 | For a comprehensive list of types see include/define.h. For this case |
62 | For a comprehensive list of types see include/define.h. For this case |
40 | you might find a line like: |
63 | you might find a line like: |
41 | |
64 | |
42 | #define TRIGGER_BUTTON 30 |
65 | #define TRIGGER_BUTTON 30 |
43 | |
66 | |
44 | The server internally works with objects that 'inherit' attributes from |
67 | The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED. |
45 | an archetype. They have a similar set of attributes. |
68 | For more information on this look in the Flags subsection in the next section |
46 | |
69 | |
47 | The following documentation will also document the meaning of code internal |
70 | The following documentation will also document the meaning of internal used |
48 | attributes of objects. These attributes are marked as '(internal)' and can't |
71 | fields of objects. These fields are marked as (internal) and can't |
49 | or shouldn't be set by an archetype. If the internal names differs the |
72 | or shouldn't be set by an archetype. |
50 | external name (for the archetypes) for the attribute is written behind it. |
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51 | |
73 | |
52 | =head2 Description of generic archetype and object attributes |
74 | =head2 Description of (mostly) generic object fields |
53 | |
75 | |
54 | These are the fields that most of the objects have and/or their |
76 | These are the fields that most of the objects have and/or their |
55 | default behaviour. |
77 | default behaviour. |
56 | |
78 | |
57 | =over 4 |
79 | =over 4 |
58 | |
80 | |
59 | =item name <string> |
81 | =item I<name> <string> |
60 | |
82 | |
61 | The name of the object. |
83 | The name of the object. |
62 | |
84 | |
63 | =item name_pl <string> |
85 | =item I<name_pl> <string> |
64 | |
86 | |
65 | The name of a collection of these objects (the plural of the name). |
87 | The 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 | |
69 | The graphical appearance of this object. |
91 | The graphical appearance of this object. |
70 | |
92 | |
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93 | =item I<x> <number> |
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94 | |
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95 | The x position of the object when it is on a map. |
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96 | |
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97 | =item I<y> <number> |
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98 | |
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99 | The y position of the object when it is on a map. |
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100 | |
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101 | =item I<map> (internal) |
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102 | |
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103 | The map the object is on. |
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104 | |
71 | =item invisible <number> |
105 | =item I<invisible> <number> |
72 | |
106 | |
73 | If the <number> is greater than 0 the object is invisible. |
107 | If the <number> is greater than 0 the object is invisible. |
74 | For players this field reflects the duration of the invisibility |
108 | For players this field reflects the duration of the invisibility |
75 | and is decreased every tick by 1. |
109 | and is decreased every tick by 1. |
76 | |
110 | |
77 | For non-player objects this field is not changed by server ticks. |
111 | For non-player objects this field is not changed by server ticks. |
78 | |
112 | |
79 | =item speed <number> |
113 | =item I<glow_radius> <number> |
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114 | |
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115 | This field indicates how far an object glows. Default is a radius of 0 (no |
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116 | glowing at all). Negative glow radii darken areas - currently, negative |
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117 | glow radii are stronger than positive ones. |
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118 | |
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119 | =item I<speed> <float> |
80 | |
120 | |
81 | If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed |
121 | If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed |
82 | on the active object list and will be processed each tick (see also speed_left!). |
122 | on the active object list and will be processed each tick (see also speed_left!). |
83 | |
123 | |
84 | If the speed field drops below the MIN_ACTIVE_SPEED the object is removed |
124 | If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed |
85 | from the active object list and it won't experience any processing per tick. |
125 | from the active object list and it won't experience any processing per tick. |
86 | |
126 | |
87 | =item speed_left <number> |
127 | Negative speed settings in archetypes and files cause a speed_left |
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128 | randomisation on load or instantiatian, but for calculations, the absolute |
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129 | value is used always. |
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130 | |
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131 | =item I<speed_left> <float> |
88 | |
132 | |
89 | If this field is greater than 0 and the object is on the |
133 | If this field is greater than 0 and the object is on the |
90 | active list (mostly means it's speed is also greater than 0): |
134 | active 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 | |
95 | If the object is on the active list and speed_left is lower or |
139 | If the object is on the active list and I<speed_left> is lower or |
96 | equal to 0 the absolute value of the speed field is added to speed_left |
140 | equal to 0 the absolute value of the I<speed> is added to I<speed_left> |
97 | on the end of the tick. |
141 | on the end of the tick. |
98 | |
142 | |
99 | This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) |
143 | This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED) |
100 | the more seldom the object is processed. And the higher the speed field is |
144 | the more seldom the object is processed. And the higher I<speed> is |
101 | the more often the object is processed. |
145 | the more often the object is processed. |
102 | |
146 | |
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147 | =item I<connected> <identifier> |
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148 | |
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149 | When this field is set the object will be linked to a connection with the |
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150 | same <identifier>. What happens when the connection is 'activated' depends on the |
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151 | type of the object. |
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152 | |
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153 | FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control |
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154 | when to activate the object, see description of these below for further details. |
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155 | |
103 | =item no_drop (0|1) |
156 | =item I<no_drop> (0|1) |
104 | |
157 | |
105 | Sets the flag FLAG_NO_DROP. |
158 | Sets the flag FLAG_NO_DROP. |
106 | See Flags section below. |
159 | See Flags section below. |
107 | |
160 | |
108 | =item applied (0|1) |
161 | =item I<applied> (0|1) |
109 | |
162 | |
110 | Sets the flag FLAG_APPLIED. |
163 | Sets the flag FLAG_APPLIED. |
111 | See Flags section below. |
164 | See Flags section below. |
112 | |
165 | |
113 | =item is_used_up (0|1) |
166 | =item I<is_used_up> (0|1) |
114 | |
167 | |
115 | Sets the flag FLAG_IS_USED_UP. |
168 | Sets the flag FLAG_IS_USED_UP. |
116 | See Flags section below. |
169 | See Flags section below. |
117 | |
170 | |
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171 | =item I<changing> (0|1) |
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172 | |
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173 | Sets the flag FLAG_CHANGING. |
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174 | See Flags section below. |
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175 | |
118 | =item auto_apply (0|1) |
176 | =item I<auto_apply> (0|1) |
119 | |
177 | |
120 | Sets the flag FLAG_AUTO_APPLY. |
178 | Sets the flag FLAG_AUTO_APPLY. |
121 | See Flags section below. |
179 | See Flags section below. |
122 | |
180 | |
123 | =item no_steal (0|1) |
181 | =item I<no_steal> (0|1) |
124 | |
182 | |
125 | Sets the flag FLAG_NO_STEAL. |
183 | Sets the flag FLAG_NO_STEAL. |
126 | See Flags section below. |
184 | See Flags section below. |
127 | |
185 | |
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186 | =item I<reflecting> (0|1) |
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187 | |
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188 | Sets the flag FLAG_REFLECTING. |
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189 | See Flags section below. |
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190 | |
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191 | =item I<reflect_spell> (0|1) |
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192 | |
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193 | Sets the flag FLAG_REFL_SPELL. |
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194 | See Flags section below. |
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195 | |
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196 | =item I<no_skill_ident> (0|1) |
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197 | |
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198 | Sets the flag FLAG_NO_SKILL_IDENT. |
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199 | See Flags section below. |
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200 | |
128 | =item activate_on_push (0|1) (default: 1) |
201 | =item I<activate_on_push> (0|1) (default: 1) |
129 | |
202 | |
130 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
203 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
131 | See Flags section below. |
204 | See 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 | |
135 | Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
208 | Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
136 | See Flags section below. |
209 | See Flags section below. |
137 | |
210 | |
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211 | =item I<is_lightable> (0|1) |
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212 | |
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213 | Sets the flag FLAG_IS_LIGHTABLE. |
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214 | See Flags section below. |
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215 | |
138 | =item editable (more than deprecated) |
216 | =item I<editable> (more than deprecated) |
139 | |
217 | |
140 | This field had a special meaning for crossedit, which used parts |
218 | This field had a special meaning for crossedit, which used parts |
141 | of the server code for editing. Wherever you see this attribute being |
219 | of the server code for editing. Wherever you see this field being |
142 | set in an archetype ignore it and/or remove it. No code interprets this |
220 | set in an archetype ignore it and/or remove it. No code interprets this |
143 | field anymore. |
221 | field anymore. |
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222 | |
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223 | =item I<last_heal>, I<last_sp> |
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224 | |
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225 | For monsters and other living stuff that heals or regenarates hp or sp, |
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226 | these contain the fractional part of any healing that couldn't be applied |
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227 | to hp and sp yet. |
144 | |
228 | |
145 | =back |
229 | =back |
146 | |
230 | |
147 | =head3 Flags |
231 | =head3 Flags |
148 | |
232 | |
… | |
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158 | |
242 | |
159 | This flag mostly states whether this object has been 'applied' by the player. |
243 | This flag mostly states whether this object has been 'applied' by the player. |
160 | For objects that are applied by the code or have this flag set in the archetype |
244 | For objects that are applied by the code or have this flag set in the archetype |
161 | it mostly means 'this object is active'. |
245 | it mostly means 'this object is active'. |
162 | |
246 | |
163 | For example the player adjustments of the hp/sp/grace fields and inheritance |
247 | For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance |
164 | of flags from objects in his inventory is toggled by this flag. |
248 | of 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 | |
168 | This flag controls whether an object is 'used up'. If it is set the 'food' field |
252 | This flag controls whether an object is 'used up'. If it is set I<food> |
169 | of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha |
253 | is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0. |
170 | it is removed. |
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171 | |
254 | |
172 | If also the flag FLAG_APPLIED is set, the 'duration' field controls whether |
255 | If also the flag FLAG_APPLIED is set, the I<duration> field controls whether |
173 | this object is removed or not, see the Force type below for the meaning |
256 | this object is removed or not, see the B<FORCE> type below for the meaning |
174 | of the duration field in this context. |
257 | of the duration field in this context. |
175 | |
258 | |
176 | If FLAG_APPLIED is not set the object is destroyed. |
259 | If FLAG_APPLIED is not set the object is destroyed. |
177 | |
260 | |
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261 | =item FLAG_CHANGING |
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262 | |
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263 | If the I<state> field of the object is 0 the object will be processed periodically |
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264 | (if I<speed> is set). If the I<state> field is 1 it won't be processed. |
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265 | |
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266 | This flag indicates that the object is changing into a different object. |
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267 | The object has to have the I<other_arch> field set. The object the changing object |
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268 | changes into is derived from the archetype in I<other_arch>. |
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269 | |
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270 | When the object does not have FLAG_ALIVE set the I<food> field will be decremented |
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271 | each time the object is processed, and if I<food> reaches 0 one new object will be generated. |
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272 | |
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273 | When the object has FLAG_ALIVE set the I<food> field is the number of objects that |
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274 | will be generated. |
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275 | |
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276 | After the new object is created the I<hp> field from the old object is copied into |
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277 | the new one. |
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278 | |
178 | =item FLAG_IS_A_TEMPLATE (internal use) |
279 | =item FLAG_IS_A_TEMPLATE (internal use) |
179 | |
280 | |
180 | This flag is set on the inventory of generators like CREATORs and CONVERTERs, |
281 | This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s, |
181 | or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
282 | or 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 | |
185 | This flag has currently only meaning for the TREASURE type, see below. |
286 | This 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 | |
189 | This flag has only meaning for objects that can be linked together |
290 | This flag has only meaning for objects that can be linked together |
190 | with the 'connected' field and controls wether the object should |
291 | by the I<connected> field and controls wether the object should |
191 | be activated when the connection is 'pushed' or it is 'released'. |
292 | be activated when the connection is 'pushed' or it is 'released'. |
192 | |
293 | |
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294 | What 'pushed' and 'released' means depends on the object that |
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295 | activates the connection. |
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296 | |
193 | This flag is by default on. |
297 | This flag is by default on. |
194 | |
298 | |
195 | =item FLAG_ACTIVATE_ON_RELEASE |
299 | =item FLAG_ACTIVATE_ON_RELEASE |
196 | |
300 | |
197 | This flag has only meaning for objects that can be linked together |
301 | This flag has only meaning for objects that can be linked together |
198 | with the 'connected' field and controls wether the object should |
302 | by the I<connected> field and controls wether the object should |
199 | be activated when the connection is 'pushed' or it is 'released'. |
303 | be activated when the connection is 'pushed' or it is 'released'. |
200 | |
304 | |
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305 | What 'pushed' and 'released' means depends on the object that |
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306 | activates the connection. |
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307 | |
201 | This flag is by default on. |
308 | This flag is by default on. |
202 | |
309 | |
203 | =item FLAG_NO_STEAL |
310 | =item FLAG_NO_STEAL |
204 | |
311 | |
205 | When this flag is set this object can't be stolen. The flag will be |
312 | 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. |
313 | reset once the object is placed on a map. |
207 | |
314 | |
208 | When this flag is set on a monster it can defent attempts of stealing |
315 | When 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 |
320 | This flag is mostly used internal and prevents unidentified objects |
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321 | (objects which don't have FLAG_IDENTIFIED set) being identified |
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322 | multiple times by skills. |
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323 | |
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324 | This flag is used to mark objects which were unsuccessfully identified by a |
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325 | players skill. So that multiple tries of identifying aren't more effective than |
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326 | one. |
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327 | |
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328 | =item FLAG_REFLECTING |
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329 | |
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330 | This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW> |
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331 | to indicate whether this object reflects off walls. |
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332 | |
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333 | =item FLAG_REFL_SPELL |
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334 | |
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335 | This flag indicates whether something reflects spells, like spell reflecting |
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336 | amuletts. |
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337 | |
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338 | =item FLAG_IS_LIGHTABLE |
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339 | |
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340 | This flag indicates whether a B<LIGHTER> can light this object. See also the |
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341 | description of the B<LIGHTER> type. How easy you can light an item depends |
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342 | partially on the material of the object. |
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343 | |
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344 | =item FLAG_MONSTER |
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345 | |
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346 | Enables NPC behaviour in general (both monster AI and friendly AI). Numerous fields |
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347 | change their meaning, including: |
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348 | |
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349 | =over 4 |
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350 | |
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351 | =item I<wis> |
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352 | |
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353 | Governs the "wake-up radius" - the radius within a monster detects an enemy. |
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354 | |
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355 | Also, I<wis> governs pathfinding intelligence: 8 and up means the monster |
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356 | will partake in basic smell finding. 10 and up additionally spreads smell |
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357 | knowledge, and 15 and up additionally will try to perturb the path as to |
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358 | find shortcuts. |
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359 | |
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360 | =back |
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361 | |
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362 | =back |
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363 | |
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364 | =head2 Description of type specific fields and behaviour |
214 | |
365 | |
215 | The beginning of the headers of the following subsection |
366 | The beginning of the headers of the following subsection |
216 | are the server internal names for the objects types, see include/define.h. |
367 | are 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 | |
220 | This type is implemented by the transport extension and has currently no special |
371 | This type is implemented by the transport extension and has currently no special |
221 | attributes that affect it. |
372 | fields 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 | |
225 | Rods contain spells and can be fired by a player. |
376 | Rods 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 | |
231 | This attribute is used for calculating the spell level that can be fired |
382 | This field is used for calculating the spell level that can be fired |
232 | with this rod, it's also the maximum level of the spell that can be fired. |
383 | with this rod, it's also the maximum level of the spell that can be fired. |
233 | The level of the spell that is being fired depends mostly on |
384 | The level of the spell that is being fired depends mostly on |
234 | the 'use magic item' skill level of the player and 1/10 of the level of the |
385 | the 'use magic item' skill level of the player and 1/10 of the level of the |
235 | rod is added as bonus. |
386 | rod is added as bonus. |
236 | |
387 | |
237 | =item hp <number> |
388 | =item I<hp> <number> |
238 | |
389 | |
239 | The amount of spellpoints this rod has left. |
390 | The amount of spellpoints this rod has left. Recharges at a rate of C<1 + |
|
|
391 | maxhp/10> per tick. |
240 | |
392 | |
241 | =item maxhp <number> |
393 | =item I<maxhp> <number> |
242 | |
394 | |
243 | The maximum amount of spellpoints this rod has. |
395 | The maximum amount of spellpoints this rod has. |
244 | |
396 | |
245 | =item skill <skill name> |
397 | =item I<skill> <skill name> |
246 | |
398 | |
247 | This field determines which skill you need to apply this object. |
399 | This 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 | |
253 | This type of objects are for random treasure generation in maps. |
405 | This type of objects are for random treasure generation in maps. |
254 | If this object is applied by a player it will replace itself with it's |
406 | If this object is applied by a player it will replace itself with it's |
255 | inventory. If it is automatically applied |
407 | inventory. If it is automatically applied |
256 | generate a treasure and replace itself with the generated treasure. |
408 | generate a treasure and replace itself with the generated treasure. |
… | |
… | |
258 | Chests are also of this type, their treasures are generated by |
410 | Chests are also of this type, their treasures are generated by |
259 | the auto apply code on map instantiation. |
411 | the 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 | |
265 | The number of treasures to generate. |
417 | The number of treasures to generate. |
266 | |
418 | |
267 | =item exp <level> |
419 | =item I<exp> <level> |
268 | |
420 | |
269 | If FLAG_AUTO_APPLY is not set the exp field has no further meaning |
421 | If FLAG_AUTO_APPLY is not set the exp field has no further meaning |
270 | and the difficulty for the treasurecode only depends on the maps difficulty, |
422 | and the difficulty for the treasurecode only depends on the maps difficulty, |
271 | otherwise the exp field has the following meaning: |
423 | otherwise the exp field has the following meaning: |
272 | |
424 | |
… | |
… | |
275 | worth a treasure is or what bonuses it is given by the treasure code. |
427 | worth a treasure is or what bonuses it is given by the treasure code. |
276 | |
428 | |
277 | If this field is not set or 0 the difficulty of the map is passed to the treasure |
429 | If this field is not set or 0 the difficulty of the map is passed to the treasure |
278 | generation code. |
430 | generation code. |
279 | |
431 | |
280 | =item randomitems <treasurelist> |
432 | =item I<randomitems> <treasurelist> |
281 | |
433 | |
282 | The treasurelist to use to generate the treasure which is put in the |
434 | The treasurelist to use to generate the treasure which is put in the |
283 | treasure objects inventory. |
435 | treasure 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 | |
289 | These objects contain a spell and will emit it on apply, which most |
441 | These objects contain a spell and will emit it on apply, which most |
290 | of the time has the meaning of 'drinking'. |
442 | of the time has the meaning of 'drinking'. |
291 | |
443 | |
292 | If no resistancy field, stat field or attacktype is set and no spell |
444 | If no resistancy field, stat field or attacktype is set and no spell |
… | |
… | |
297 | If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion |
449 | If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion |
298 | will yield an explosion and hurt the player. |
450 | will 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 | |
304 | These stat fields determine how many stat points the player gets |
456 | These stat fields determine how many stat points the player gets |
305 | when he applies this potion. |
457 | when he applies this potion. |
306 | |
458 | |
307 | If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. |
459 | If 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 | |
311 | If this field is set and the randomitems field is not set |
463 | If this field is set and the randomitems field is not set |
312 | the field is interpreted as spell number, please look the right |
464 | the field is interpreted as spell number, please look the right |
313 | number up in common/loader.C. |
465 | number up in common/loader.C. |
314 | |
466 | |
315 | If this field is set the randomitems field will be unset by the |
467 | If this field is set the randomitems field will be unset by the |
316 | map loading code. |
468 | map loading code. |
317 | |
469 | |
318 | =item attacktype <attacktype> |
470 | =item I<attacktype> <attacktype> |
319 | |
471 | |
320 | This field has some special meaning in potions, currently the |
472 | This field has some special meaning in potions, currently the |
321 | bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
473 | bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
322 | restoration potion or improvement potion. |
474 | restoration potion or improvement potion. |
323 | See include/attackinc.h for the bits of these types. |
475 | See include/attackinc.h for the bits of these types. |
324 | |
476 | |
325 | If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION |
477 | If AT_DEPLETE is set the player will be restored and the "depletion" |
326 | will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED |
478 | will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED |
327 | set the player will be drained a random stat by inserting an ARCH_DEPLETION |
479 | set the player will be drained a random stat by inserting an "depletion" |
328 | into him. |
480 | into him. |
329 | |
481 | |
330 | If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. |
482 | If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. |
331 | When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. |
483 | When 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 | |
335 | If this stat is set and no spell is in the potion the potion |
487 | If this stat is set and no spell is in the potion the potion |
336 | will create a force that give the player this specific resistancy. |
488 | will create a force that give the player this specific resistancy. |
337 | The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) |
489 | The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) |
338 | and the potion will last 10 times longer than the default force archetype |
490 | and the potion will last 10 times longer than the default force archetype |
339 | FORCE_NAME (at the moment of this writing spell/force.arc). |
491 | FORCE_NAME (at the moment of this writing spell/force.arc). |
340 | |
492 | |
341 | =item randomitems <treasurelist> |
493 | =item I<randomitems> <treasurelist> |
342 | |
494 | |
343 | The inventory/spell of the potion will be created by calling the treasure code |
495 | The inventory/spell of the potion will be created by calling the treasure code |
344 | with the treasurelist specified here. (I guess it's highly undefined what |
496 | with the treasurelist specified here. (I guess it's highly undefined what |
345 | happens if there is not a spell in the potions inventory). |
497 | happens 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 | |
349 | When this object is applied an instance of <archetype> will be created. |
501 | When 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 | |
353 | see include/spells.h for possible potion subtypes, there are currently 4: |
505 | see include/spells.h for possible potion subtypes, there are currently 4: |
354 | |
506 | |
355 | =over 4 |
507 | =over 4 |
356 | |
508 | |
… | |
… | |
359 | Unused, default behaiour of a potion. |
511 | Unused, default behaiour of a potion. |
360 | |
512 | |
361 | =item POT_DUST |
513 | =item POT_DUST |
362 | |
514 | |
363 | This potion can be thrown to cast the spell that it has in it's inventory, |
515 | This potion can be thrown to cast the spell that it has in it's inventory, |
364 | the behaviour is not defined if there is not a spell in the inventory and the |
516 | the behaviour is not defined if there is not a B<SPELL> in the inventory and the |
365 | server will log an error. |
517 | server will log an error. |
366 | |
518 | |
367 | =item POT_FIGURINE |
519 | =item POT_FIGURINE |
368 | |
520 | |
369 | Unused, default behaiour of a potion. |
521 | Unused, 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 | |
381 | This is for objects that are representing general eatables like |
533 | This is for objects that are representing general eatables like |
382 | beef or bread. |
534 | beef or bread. |
383 | |
535 | |
384 | The main difference between FOOD, FLESH and DRINK is that they |
536 | The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they |
385 | give different messages. |
537 | give different messages. |
386 | |
538 | |
387 | The specialty of FLESH is that it inherits the resistancies of the |
539 | The specialty of B<FLESH> is that it inherits the resistancies of the |
388 | monsters it was generated in and will let dragons raise their resistancies |
540 | monsters it was generated in and will let dragons raise their resistancies |
389 | with that. If the monster has the POISON attacktype the FLESH |
541 | with that. If the monster has the B<POISON> attacktype the B<FLESH> |
390 | will change into POISON. |
542 | will change into B<POISON>. |
391 | |
543 | |
392 | If a player runs low on food he will grab for FOOD, DRINK and POISON |
544 | If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON> |
393 | and if he doesn't find any of that he will start eating FLESH. |
545 | and 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 | |
399 | If the food has a title or is cursed it is considered 'special', which means that the |
551 | If the food has B<title> set or is cursed it is considered 'special', which |
400 | fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp |
552 | means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>, |
401 | are interpreted and have further effects on the player. |
553 | I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects |
|
|
554 | on the player. |
402 | |
555 | |
403 | The higher the food field is the longer the improvement of the player lasts |
556 | The 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 | |
408 | This is the amount of food points the player gets when he eats this. |
561 | This 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 | |
412 | When this object is applied an instance of <archetype> will be created. |
565 | When 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 | |
418 | This type is for objects that can poison the player when drinking. |
571 | This type is for objects that can poison the player when he drinks/applies it. |
419 | When applied it will hit the attacked with AT_POISON and will create |
572 | When applied it will hit the attacked with AT_POISON and will create |
420 | a POISONING object in the one who was hit. |
573 | a 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 | |
426 | This field affects the propability of poisoning. The higher the level difference |
579 | This field affects the probability of poisoning. The higher the level difference |
427 | between the one who is hit and the poision the mose propable it is the attacked |
580 | between the one who is hit and the poision the more probable it is the attacked |
428 | one will be poisoned. |
581 | one will be poisoned. |
429 | |
582 | |
430 | =item slaying <race> |
583 | =item I<slaying> <race> |
431 | |
584 | |
432 | On poison this field has the usual meaning of 'slaying', when the |
585 | This field has the usual meaning of 'slaying', when the |
433 | ones race matches the slaying field the damage done by the poison |
586 | poisoned's race matches the I<slaying> field the damage done by the poison |
434 | is multiplied by 3. |
587 | is multiplied by 3. |
435 | |
588 | |
436 | =item hp <number> |
589 | =item I<hp> <number> |
437 | |
590 | |
438 | This is the amount of damage the player will receive from applying this. The |
591 | This is the amount of damage the player will receive from applying this. The |
439 | attacktype AT_POISON will be used to hit the player and the damage will |
592 | attacktype AT_POISON will be used to hit the player and the damage will |
440 | determine the strenght, duration and depletion of stats of the poisoning. The |
593 | determine the strenght, duration and depletion of stats of the poisoning. The |
441 | created POISONING object which is being placed in the one who was attacked will |
594 | created B<POISONING> object which is being placed in the one who was attacked will |
442 | get the damage from this field (which is maybe adjusted by slaying or the |
595 | get the damage from this field (which is maybe adjusted by slaying or the |
443 | resistancies). |
596 | resistancies). |
444 | |
597 | |
445 | =item food <number> |
598 | =item I<food> <number> |
446 | |
599 | |
447 | 1/4 of <number> will be drained from the players food. |
600 | 1/4 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 | |
451 | When this object is applied an instance of <archetype> will be created. |
604 | When 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 | |
|
|
610 | This type is basically for representing text books in the game. |
|
|
611 | |
|
|
612 | Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). |
|
|
613 | |
|
|
614 | =over 4 |
|
|
615 | |
|
|
616 | =item I<msg> <text> |
|
|
617 | |
|
|
618 | This is the contents of the book. When this field is unset |
|
|
619 | at treasure generation a random text will be inserted. |
|
|
620 | |
|
|
621 | =item I<skill> <skill name> |
|
|
622 | |
|
|
623 | The skill required to read this book. (The most resonable |
|
|
624 | skill would be literacy). |
|
|
625 | |
|
|
626 | =item I<exp> <number> |
|
|
627 | |
|
|
628 | The experience points the player get for reading this book. |
|
|
629 | |
|
|
630 | =item I<subtype> <readable subtype> |
|
|
631 | |
|
|
632 | This field determines the type of the readable. |
|
|
633 | Please see common/readable.C in the readable_message_types table. |
|
|
634 | |
|
|
635 | =back |
|
|
636 | |
|
|
637 | =head3 B<CLOCK> - type 9 - Clocks |
|
|
638 | |
|
|
639 | This type of objects just display the time when being applied. |
|
|
640 | |
|
|
641 | =head3 B<VEIN> - type 10 - item veins for mining |
|
|
642 | |
|
|
643 | Provides a place to apply to mining skill to. |
|
|
644 | |
|
|
645 | =item I<other_arch> <archname> |
|
|
646 | |
|
|
647 | The architecture to create on a successful mine. |
|
|
648 | |
|
|
649 | =item I<food> <number> |
|
|
650 | |
|
|
651 | The number of items to produce from this vein. |
|
|
652 | |
|
|
653 | =item I<ac> <percentage> |
|
|
654 | |
|
|
655 | The base chance of getting an item. |
|
|
656 | |
|
|
657 | =item I<race> <identifier> |
|
|
658 | |
|
|
659 | Race of required extraction tools. |
|
|
660 | |
|
|
661 | =back |
|
|
662 | |
|
|
663 | =head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT) |
|
|
664 | |
|
|
665 | This is a spell effect of a moving bolt. It moves straigt forward |
|
|
666 | through the map until something blocks it. |
|
|
667 | If FLAG_REFLECTING is set it even reflects on walls. |
|
|
668 | |
|
|
669 | FLAG_IS_TURNABLE should be set on these objects. |
|
|
670 | |
|
|
671 | =over 4 |
|
|
672 | |
|
|
673 | =item I<move_type> <movetype> |
|
|
674 | |
|
|
675 | This field affects the move type with which the lightning moves through |
|
|
676 | the map and which map cells will reflect or block it. |
|
|
677 | |
|
|
678 | =item I<attacktype> <attacktype> |
|
|
679 | |
|
|
680 | The attacktype with which it hits the objects on the map. |
|
|
681 | |
|
|
682 | =item I<dam> <number> |
|
|
683 | |
|
|
684 | The damage this bolt inflicts when it hits objects on the map. |
|
|
685 | |
|
|
686 | =item I<Dex> <number> |
|
|
687 | |
|
|
688 | This is the fork percentage, it is reduced by 10 per fork. |
|
|
689 | And the I<dam> field is halved on each fork. |
|
|
690 | |
|
|
691 | =item I<Con> (internal) |
|
|
692 | |
|
|
693 | This value is a percentage of which the forking lightning |
|
|
694 | is deflected to the left. This value should be mostly used internally. |
|
|
695 | |
|
|
696 | =item I<duration> <number> |
|
|
697 | |
|
|
698 | The duration the bolt stays on a map cell. This field is decreased each time |
|
|
699 | the object is processed (see the meaning of I<speed> and I<speed_left> fields in |
|
|
700 | the generic object field description). |
|
|
701 | |
|
|
702 | =item I<range> <number> |
|
|
703 | |
|
|
704 | This 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 | |
|
|
710 | This is the type for objects that represent projectiles like arrows. |
|
|
711 | The movement of B<THROWN_OBJ>s behave similar to this type. |
|
|
712 | |
|
|
713 | Flying arrows are stopped either when they hit something blocking |
|
|
714 | (I<move_block>) or something which is alive. |
|
|
715 | If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE |
|
|
716 | set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict |
|
|
717 | damage with a small chance which is affected by the I<level> field of the arrow. |
|
|
718 | |
|
|
719 | If FLAG_REFLECTING is set on the arrow it will bounce off everything |
|
|
720 | that is not alive and blocks it's movement. |
|
|
721 | |
|
|
722 | When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying> |
|
|
723 | fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of |
|
|
724 | the object, to restore them once the arrow has been stopped. |
|
|
725 | |
|
|
726 | =over 4 |
|
|
727 | |
|
|
728 | =item I<dam> <number> |
|
|
729 | |
|
|
730 | The amount of damage that is being done to the victim that gets hit. |
|
|
731 | This field is recomputed when the arrow is fired and will consist |
|
|
732 | of the sum of a damage bonus (see description of the B<BOW> type), |
|
|
733 | the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field |
|
|
734 | and the arrows I<magic> field. |
|
|
735 | |
|
|
736 | =item I<wc> <number> |
|
|
737 | |
|
|
738 | The weapon class of the arrow, which has effect on the probability of hitting. |
|
|
739 | |
|
|
740 | It 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 | |
|
|
745 | When the arrow is not being shot by an player dex_bonus and thaco_bonus and the |
|
|
746 | level is not added. |
|
|
747 | |
|
|
748 | wc_mod is dependend on the fire mode of the bow. For a more detailed |
|
|
749 | explanation of dex_bonus, thaco_bonus and wc_mod please consult the code. |
|
|
750 | |
|
|
751 | =item I<magic> <number> |
|
|
752 | |
|
|
753 | This field is added to the damage of the arrow when it is shot and |
|
|
754 | will also improve it's I<speed> by 1/5 of it's value. |
|
|
755 | |
|
|
756 | =item I<attacktype> <attacktype> |
|
|
757 | |
|
|
758 | Bitfield which decides the attacktype of the damage, see include/attackinc.h |
|
|
759 | On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>. |
|
|
760 | |
|
|
761 | =item I<level> <number> (interally used) |
|
|
762 | |
|
|
763 | The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE, |
|
|
764 | see above in the B<ARROW> description. |
|
|
765 | |
|
|
766 | The I<level> is set when the arrow is fired to either the skill level or the |
|
|
767 | shooters level. |
|
|
768 | |
|
|
769 | =item I<speed> <number> (internal) |
|
|
770 | |
|
|
771 | This field shouldn't be set directly in the archetype, the arrow will get it's |
|
|
772 | I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the |
|
|
773 | arrow will be stopped immediatly. |
|
|
774 | |
|
|
775 | On fireing the I<speed> of the arrow is computed of 1/5 of the |
|
|
776 | sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7 |
|
|
777 | of the bows I<dam> field is added to the I<speed> of the arrow. |
|
|
778 | |
|
|
779 | The minimum I<speed> of an arrow is 1.0. |
|
|
780 | |
|
|
781 | While flying the arrows I<speed> is decreased by 0.05 each time it's moved. |
|
|
782 | |
|
|
783 | If the I<speed> is above 10.0 it goes straight through the creature it hits and |
|
|
784 | its I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is |
|
|
785 | stopped and either stuck into the victim (see I<weight> field description) or |
|
|
786 | put on its map square (if it didn't break, see description of the I<food> field). |
|
|
787 | |
|
|
788 | =item I<weight> <number> |
|
|
789 | |
|
|
790 | This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg) |
|
|
791 | the arrow will stick in the victim it hits. Otherwise it will fall to the ground. |
|
|
792 | |
|
|
793 | =item I<food> <number> |
|
|
794 | |
|
|
795 | The breaking percentage. 100 (%) means: breaks on usage for sure. |
|
|
796 | |
|
|
797 | =item I<inventory> (internal) |
|
|
798 | |
|
|
799 | If the flying/moving object has something in it's inventory and it stops, it |
|
|
800 | will be replaced with it's inventory. Otherwise it will be handled as usual, |
|
|
801 | which means: it will be calculated whether the arrow breaks and it will be |
|
|
802 | reset for reuse. |
|
|
803 | |
|
|
804 | =item I<slaying> <string> |
|
|
805 | |
|
|
806 | When the bow that fires this arrow has it's I<slaying> field set it is copied |
|
|
807 | to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains. |
|
|
808 | |
|
|
809 | =item I<move_type> <movetype> (internally used) |
|
|
810 | |
|
|
811 | This field is set when the arrow is shot to MOVE_FLY_LOW. |
|
|
812 | |
|
|
813 | =item I<move_on> <movetype> (internally used) |
|
|
814 | |
|
|
815 | This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK. |
|
|
816 | |
|
|
817 | =item I<race> <string> |
|
|
818 | |
|
|
819 | The I<race> field is a unique key that assigns arrows, bows and quivers. When |
|
|
820 | shooting an arrow the bows I<race> is used to search for arrows (which have the |
|
|
821 | same I<race> as the bow) in the players inventory and will recursively search in |
|
|
822 | the 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 | |
|
|
828 | TODO, but take into account B<ARROW> description above! |
|
|
829 | |
455 | =head3 WEAPON - type 15 - Weapons |
830 | =head3 B<WEAPON> - type 15 - Weapons |
456 | |
831 | |
457 | This type is for general hack and slash weapons like swords, maces |
832 | This type is for general hack and slash weapons like swords, maces |
458 | and daggers and and .... |
833 | and 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 | |
464 | decides what attackmessages are generated, see include/define.h |
839 | decides what attackmessages are generated, see include/define.h |
465 | |
840 | |
466 | =item attacktype <bitmask> |
841 | =item I<attacktype> <bitmask> |
467 | |
842 | |
468 | bitfield which decides the attacktype of the damage, see include/attackinc.h |
843 | bitfield which decides the attacktype of the damage, see include/attackinc.h |
469 | |
844 | |
470 | =item dam <number> |
845 | =item I<dam> <number> |
471 | |
846 | |
472 | amount of damage being done with the attacktype |
847 | amount of damage being done with the attacktype |
473 | |
848 | |
474 | =item item_power <level> |
849 | =item I<item_power> <level> |
475 | |
850 | |
476 | the itempower of this weapon. |
851 | the itempower of this weapon. |
477 | |
852 | |
478 | =item name |
853 | =item I<name> |
479 | |
854 | |
480 | the name of the weapon. |
855 | the name of the weapon. |
481 | |
856 | |
482 | =item level (internal) |
857 | =item I<level> (internal) |
483 | |
858 | |
484 | The improvement state of the weapon. |
859 | The improvement state of the weapon. |
485 | If this field is greater than 0 the 'name' field starts with the |
860 | If this field is greater than 0 the I<name> field starts with the |
486 | characters name who improved this weapon. |
861 | characters name who improved this weapon. |
487 | |
862 | |
488 | =item last_eat (internal) |
863 | =item I<last_eat> (internal) |
489 | |
864 | |
490 | seems to be the amount of improvements of a weapon, |
865 | This seems to be the amount of improvements of a weapon, |
491 | the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): |
866 | the 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 | |
497 | the weapon speed (see magic description) |
872 | the weapon speed (see magic description) |
498 | |
873 | |
499 | =item food <number> |
874 | =item I<food> <number> |
500 | |
875 | |
501 | addition to food regeneration of the player |
876 | addition to food regeneration of the player |
502 | |
877 | |
503 | =item hp <number> |
878 | =item I<hp> <number> |
504 | |
879 | |
505 | addition to health regeneration |
880 | addition to health regeneration |
506 | |
881 | |
507 | =item sp <number> |
882 | =item I<sp> <number> |
508 | |
883 | |
509 | addition to mana regeneration |
884 | addition to mana regeneration |
510 | |
885 | |
511 | =item grace <number> |
886 | =item I<grace> <number> |
512 | |
887 | |
513 | addititon to grace regeneration |
888 | addititon to grace regeneration |
514 | |
889 | |
515 | =item gen_sp_armour <number> |
890 | =item I<gen_sp_armour> <number> |
516 | |
891 | |
517 | the players gen_sp_armour field (which is per default 10) is added the <number> amount. |
892 | the players I<gen_sp_armour> field (which is per default 10) is being added the |
518 | gen_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 |
519 | is multiplied: gen_sp *= 10/<number> |
894 | do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of |
520 | meaning: values > 10 of gen_sp_armour limits the amout of regenerated |
895 | I<gen_sp_armour> limits the amout of regenerated spellpoints. |
521 | spellpoints. |
|
|
522 | |
896 | |
523 | generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
897 | Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
524 | sp regeneration. |
898 | I<sp> regeneration. |
525 | |
899 | |
526 | =item body_<body slot/part> |
900 | =item I<body_BODYSLOT> |
527 | |
901 | |
528 | the part of the body you need to use this weapon, possible values should be |
902 | The part/slot of the body you need to use this weapon, possible values for |
529 | looked up in common/item.C at body_locations. |
903 | C<BODYSLOT> should be looked up in common/item.C at body_locations. |
530 | |
904 | |
531 | =item resist_<resistnacy> <number> |
905 | The value (in the range C<-7..7>) gives the number of those body slots |
|
|
906 | used up by the item (if negative) or the number of body slots this object |
|
|
907 | has (if positive, e.g. for monsters or players). The special value C<0> |
|
|
908 | indicates that this object cannot equip items requiring these body slots. |
|
|
909 | |
|
|
910 | =item I<resist_RESISTANCY> <number> |
532 | |
911 | |
533 | this is the factor with which the difference of the players resistancy and 100% |
912 | this is the factor with which the difference of the players resistancy and 100% |
534 | is multiplied, something like this: |
913 | is multiplied, something like this: |
535 | |
914 | |
536 | additional_resistancy = (100 - current_resistanct) * (<number>/100) |
915 | additional_resistancy = (100 - current_resistancy) * (<number>/100) |
537 | |
916 | |
538 | if <number> is negative it is added to the total vulnerabilities, |
917 | if <number> is negative it is added to the total vulnerabilities, |
539 | and later the total resistance is decided by: |
918 | and 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 | |
543 | see also common/living.C:fix_player |
922 | see also common/living.C:fix_player. |
544 | |
923 | |
545 | =item patch_(attuned|repelled|denied) |
924 | =item I<path_(attuned|repelled|denied)> |
546 | |
925 | |
547 | this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
926 | this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
548 | for the pathes. |
927 | for the pathes. |
549 | |
928 | |
550 | =item luck <number> |
929 | =item I<luck> <number> |
551 | |
930 | |
552 | this luck is added to the players luck |
931 | this luck is added to the players I<luck> |
553 | |
932 | |
554 | =item move_type |
933 | =item I<move_type> |
555 | |
934 | |
556 | if the weapon has a move_type set the player inherits it's move_type |
935 | if 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 | |
560 | the added_speed and bonus_speed of the player is raised by <number>/3. |
939 | the added_speed and bonus_speed of the player is raised by <number>/3. |
561 | if <number> < 0 then the added_speed is decreased by <number> |
940 | if <number> < 0 then the added_speed is decreased by <number> |
562 | |
941 | |
563 | =item weight |
942 | =item I<weight> |
564 | |
943 | |
565 | the weight of the weapon |
944 | the weight of the weapon |
566 | |
945 | |
567 | =item magic |
946 | =item I<magic> |
568 | |
947 | |
569 | the magic field affects the amounts of the following fields: |
948 | the 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 | |
582 | the amount of ac points the player's ac is decreased |
961 | the 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 | |
586 | the amount of wc points the player's wc is decreased |
965 | the 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 | |
|
|
982 | These type are mostly used for monsters, they give the |
|
|
983 | monster the ability to dissapear after 10 hits with AT_DRAIN. |
|
|
984 | |
|
|
985 | =over 4 |
|
|
986 | |
|
|
987 | =item I<value> <number> |
|
|
988 | |
|
|
989 | This field stores the hits the monster did yet. |
|
|
990 | |
|
|
991 | =back |
|
|
992 | |
|
|
993 | =head3 B<CREATOR> - type 42 - Object creators |
|
|
994 | |
|
|
995 | Once 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 |
|
|
997 | named in the other_arch slot). |
|
|
998 | |
|
|
999 | If FLAG_LIVESAFE is set the number of uses is unlimited. |
|
|
1000 | |
|
|
1001 | =over 4 |
|
|
1002 | |
|
|
1003 | =item I<hp> <number> |
|
|
1004 | |
|
|
1005 | If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can |
|
|
1006 | be used. |
|
|
1007 | |
|
|
1008 | =item I<speed> <float> |
|
|
1009 | |
|
|
1010 | If I<speed> is set the creator will create an object periodically, |
|
|
1011 | see I<speed> and I<speed_left> fields in the general object field description |
|
|
1012 | for more details. |
|
|
1013 | |
|
|
1014 | =item I<slaying> <string> |
|
|
1015 | |
|
|
1016 | If set the generated object's name and title will be set to this. |
|
|
1017 | |
|
|
1018 | =item I<other_arch> <string> |
|
|
1019 | |
|
|
1020 | If the inventory of the creator is empty new objects will be derived from the |
|
|
1021 | archetype named by <string>. |
|
|
1022 | |
|
|
1023 | =item I<connected> <identifier> |
|
|
1024 | |
|
|
1025 | See generic object field description. |
|
|
1026 | |
|
|
1027 | =back |
|
|
1028 | |
|
|
1029 | =head3 B<SKILL> - type 43 - Skills |
|
|
1030 | |
|
|
1031 | This 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 | |
|
|
1039 | The skill identifier used by other items, usually the skill name |
|
|
1040 | |
|
|
1041 | =item I<level> <percentage> |
|
|
1042 | |
|
|
1043 | not used? |
|
|
1044 | |
|
|
1045 | =item I<exp> <number> |
|
|
1046 | |
|
|
1047 | Base amount of experience in a skill, for skills not starting at zero. |
|
|
1048 | |
|
|
1049 | =item I<expmul> <float> |
|
|
1050 | |
|
|
1051 | Experience 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 | |
603 | See FOOD description. |
1057 | See B<FOOD> description. |
604 | |
1058 | |
605 | =head3 CHECK_INV - type 64 - Inventory checkers |
1059 | =head3 B<CHECK_INV> - type 64 - Inventory checkers |
606 | |
1060 | |
607 | This object checks whether the player has a specific item in his |
1061 | This object checks whether the player has a specific item in his |
608 | inventory when he moves above the inventory checker. If the player has |
1062 | inventory when he moves above the inventory checker. If the player has |
609 | the item (or not, which can be controlled with a flag) a connection will be triggered. |
1063 | the item (or not, which can be controlled with a flag) a connection will be triggered. |
610 | |
1064 | |
611 | If you set move_block you can deny players and monsters to reach the space where |
1065 | If you set I<move_block> you can deny players and monsters to reach the space where |
612 | the inventory checker is on, see 'move_block' description below. |
1066 | the inventory checker is on, see I<move_block> description below. |
613 | |
1067 | |
614 | The conditions specified by hp, slaying and race are concationated with OR. |
1068 | The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated. |
615 | So matching one of those conditions is enough. |
1069 | So 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 | |
621 | If you set this field to block a movetype the move code will block any moves |
1075 | If you set this field to block a movetype the move code will block any moves |
622 | onto the space with the inventory checker, IF the moving object doesn't have |
1076 | onto 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 | |
627 | If last_sp is 1 'having' the item that is being checked for will |
1081 | If I<last_sp> is 1 'having' the item that is being checked for will |
628 | activate the connection or make the space with the checker non-blocking. |
1082 | activate the connection or make the space with the checker non-blocking. |
629 | If last_sp is 0 'not having' the item will activate the connection |
1083 | If I<last_sp> is 0 'not having' the item will activate the connection |
630 | or make the space with the checker non-blocking. |
1084 | or 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 | |
634 | If last_heal is 1 the matching item will be removed if the inventory checker |
1088 | If I<last_heal> is 1 the matching item will be removed if the inventory checker |
635 | activates a connection and finds the item in the inventory. |
1089 | activates 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 | |
641 | If this field is not 0 the inventory checker will search for an object |
1095 | If this field is not 0 the inventory checker will search for an object |
642 | with the type id <number>. |
1096 | with the type id <number>. |
643 | |
1097 | |
644 | =item slaying <string> |
1098 | =item I<slaying> <string> |
645 | |
1099 | |
646 | If this field is set the inventory checker will search for an object that |
1100 | If this field is set the inventory checker will search for an object that |
647 | has the same string in the slaying field (for example a key string of a key). |
1101 | has 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 | |
651 | If this field is set the inventory checker will search for an object which |
1105 | If this field is set the inventory checker will search for an object which |
652 | has the archetype name that matches <string>. |
1106 | has the archetype name that matches <string>. |
653 | |
1107 | |
654 | =item connected <connection id> |
1108 | =item I<connected> <identifier> |
655 | |
1109 | |
656 | This is the connection that will be activated. |
1110 | This is the connection that will be activated. The connection is |
|
|
1111 | 'pushed' when someone enters the space with the inventory checker, |
|
|
1112 | and it is 'released' when he leaves it. |
657 | |
1113 | |
658 | =back |
1114 | See also the description of the I<connected> field in the generic object |
|
|
1115 | field section. |
659 | |
1116 | |
|
|
1117 | =back |
|
|
1118 | |
|
|
1119 | =head3 B<MOOD_FLOOR> - type 65 - change mood of monsters |
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1120 | |
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1121 | speed == 0 for triggered mood changes, speed != 0 for non-triggered mood |
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|
1122 | changes. |
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1123 | |
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1124 | (based on value that last_sp takes): |
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1125 | 0: 'furious' Makes all monsters aggressive |
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1126 | 1: 'angry' As above but pets are unaffected |
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|
1127 | 2: 'calm' Makes all monsters unaggressive |
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1128 | 3: 'sleep' Puts all monsters to sleep |
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1129 | 4: 'charm' Makes monster into a pet of person |
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1130 | who triggers the square. This setting |
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1131 | is not enabled for continous operation |
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1132 | 5: 'destroy mons' destroy any monsters on this space |
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1133 | 6: 'destroy pets' destroy friendly monsters on this space |
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1134 | |
660 | =head3 FLESH - type 72 - Organs and body parts |
1135 | =head3 B<FLESH> - type 72 - Organs and body parts |
661 | |
1136 | |
662 | See FOOD description. |
1137 | See B<FOOD> description. |
663 | |
1138 | |
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1139 | =head3 B<MISC_OBJECT> - type 79 - Misc. objects |
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1140 | |
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1141 | A type for any object that has no special behaviour. |
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1142 | |
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1143 | =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators |
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1144 | |
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1145 | This type of objects multiplies objects that are above it when it is activated. |
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1146 | You can even multiply by 0, which will destroy the object. |
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1147 | |
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1148 | =over 4 |
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1149 | |
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1150 | =item I<level> <number> |
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1151 | |
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1152 | The multiplicator, if set to 0 or lower it will destroy the objects above it. |
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1153 | |
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1154 | =item I<other_arch> <string> |
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1155 | |
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1156 | The archetype name of the objects that should be multiplied. |
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1157 | |
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1158 | =item I<connected> <identifier> |
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1159 | |
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1160 | See generic object field description. |
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1161 | |
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1162 | =back |
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1163 | |
664 | =head3 HOLE - type 94 - Holes |
1164 | =head3 B<HOLE> - type 94 - Holes |
665 | |
1165 | |
666 | Holes are holes in the ground where objects can fall through. When the hole |
1166 | B<HOLE>s 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 |
1167 | opens and/or is completly open all objects above it fall through (more |
668 | precisely: if their head is above the hole). |
1168 | precisely: if their head is above the hole). |
669 | |
1169 | |
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1170 | When the B<HOLE> is activated it's speed is set to 0.5. |
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1171 | |
670 | Trapdoors can only transfer the one who falls through to other coordinates |
1172 | These holes can only transfer the one who falls through to other coordinates |
671 | on the B<same> map. |
1173 | on 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 | |
677 | This field negates the state of the connection: When maxsp is 1 the pit will |
1179 | This field negates the state of the connection: When maxsp is 1 the pit will |
678 | open/close when the connection is deactivated. Otherwise it will open/close |
1180 | open/close when the connection is deactivated. Otherwise it will open/close |
679 | when the connection is activated. This field only has effect when the |
1181 | when the connection is activated. This field only has effect when the |
680 | connection is triggered. So if you put a closed hole on a map, and the |
1182 | connection is triggered. So if you put a closed hole on a map, and the |
681 | connection is deactivated, and maxsp is 1 the hole will remain closed until the |
1183 | connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the |
682 | connection was triggered once. |
1184 | connection was triggered once. |
683 | |
1185 | |
684 | =item connected <connection id> |
1186 | =item I<connected> <identifier> |
685 | |
1187 | |
686 | This is the connection id, which lets the hole opening or closing when |
1188 | This is the connection id, which lets the hole opening or closing when |
687 | activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
1189 | activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
688 | at which connection state the object is activated. |
1190 | at which connection state the object is activated. |
689 | |
1191 | |
690 | For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
1192 | For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
691 | the connection is released. |
1193 | the connection is released. |
692 | |
1194 | |
693 | =item wc <number> (internal) |
1195 | =item I<wc> <number> (internal) |
694 | |
1196 | |
695 | This is an internal flag. If it is greater than 0 it means that the hole is not |
1197 | This is an internal field. If it is greater than 0 it means that the hole is not |
696 | yet fully open. More preciesly: this field is the animation-step and if it is |
1198 | yet fully open. More preciesly: this field is the animation-step and if it is |
697 | set to the 'closed' step of the animation the hole is closed and if it is on |
1199 | set to the 'closed' step of the animation the hole is closed and if it is on |
698 | the 'open' animation step (wc = 0), the hole is open. |
1200 | the 'open' animation step (I<wc> = 0), the hole is open. |
699 | |
1201 | |
700 | =item sp <number> |
1202 | =item I<sp> <number> |
701 | |
1203 | |
702 | The destination y coordinates on the same map. |
1204 | The destination y coordinates on the same map. |
703 | |
1205 | |
704 | =item hp <number> |
1206 | =item I<hp> <number> |
705 | |
1207 | |
706 | The destination x coordinates on the same map. |
1208 | The 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 | |
712 | This type is doing the actual damage to the ones who were attacked |
1214 | This type is doing the actual damage to the ones who were attacked |
713 | via AT_POISON (or drank POISON). |
1215 | via AT_POISON (or drank B<POISON>). |
714 | |
1216 | |
715 | The duration is handled via the FLAG_IS_USED_UP mechanism (please look |
1217 | The duration is handled via the FLAG_IS_USED_UP mechanism (please look |
716 | there for details). |
1218 | there for details). |
717 | |
1219 | |
718 | =over 4 |
1220 | =over 4 |
719 | |
1221 | |
720 | =item dam <number> |
1222 | =item I<dam> <number> |
721 | |
1223 | |
722 | Each time the poisoning is processed (which is determined by the speed and speed_left |
1224 | Each time the poisoning is proccessed (which is determined by the I<speed> and |
723 | fields, see the general object attributes above) it hits the player with |
1225 | I<speed_left> fields, see the general object fields description above) it hits |
724 | <number> damage and the AT_INTERNAL attacktype (means: it will simply |
1226 | the player with <number> damage and the AT_INTERNAL attacktype (means: it will |
725 | hit the player with no strings attached). |
1227 | simply hit the player with no strings attached). |
726 | |
1228 | |
727 | =item food <number> |
1229 | =item I<food> <number> |
728 | |
1230 | |
729 | Just a note: The posion is removed when food == 1 and not when |
1231 | Just a note: The posioning is removed if I<food> == 1 and not if |
730 | the whole duration is up, because the POISONING code has to remove |
1232 | the whole I<duration> is up, because the B<POISONING> code has to remove |
731 | the poison-effects from the player before the FLAG_IS_USED_UP mechanism |
1233 | the poison-effects from the player before the FLAG_IS_USED_UP mechanism |
732 | deletes the POISONING object. |
1234 | deletes 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 | |
738 | Forces are a very 'thin' type. They don't have much behaviour other than |
1240 | Forces are a very 'thin' type. They don't have much behaviour other than |
739 | disappearing after a time and/or affecting the player if they are in his |
1241 | disappearing after a time and/or affecting the player if they are in his |
740 | inventory. |
1242 | inventory. |
741 | |
1243 | |
742 | Forces only take effect on the player if they have set FLAG_APPLIED. |
1244 | Forces only take effect on the player if they have FLAG_APPLIED set. |
743 | |
1245 | |
744 | Whether the duration field is processed or not a tick is controlled via the |
1246 | Whether the I<duration> field is processed or not per tick is controlled by the |
745 | speed and speed_left field. Look above at the generic description of these |
1247 | I<speed> and I<speed_left> fields. Look above in the generic object field description. |
746 | fields. |
|
|
747 | |
1248 | |
748 | NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field |
1249 | NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also |
749 | like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches |
1250 | interpreter like described in the description of the FLAG_IS_USED_UP flag. |
750 | 0 before duration and FLAG_APPLIED is set, the force will last for 'duration'. |
1251 | BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force |
751 | If the FLAG_APPLIED is not set the force is removed when food reaches 0. |
1252 | will still last for I<duration>. If the FLAG_APPLIED is not set the force is |
752 | Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. |
1253 | removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't |
|
|
1254 | have 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 | |
758 | While this field is greater than 0 the force/object is not destroyed. It is |
1260 | While this field is greater than 0 the force/object is not destroyed. It is |
759 | decreased each tick by 1. |
1261 | decreased each tick by 1. |
760 | |
1262 | |
761 | If it reaches 0 the force/object is destroyed. |
1263 | If it reaches 0 the force/object is destroyed. |
… | |
… | |
764 | FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
1266 | FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
765 | what happens then. |
1267 | what 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 | |
771 | This object is generated by the POTION code when the potion is a resistance |
1273 | This object is generated by the B<POTION> code when the potion is a resistance |
772 | giving potion. It has mainly the same behaviour as a FORCE. |
1274 | giving potion. It has mainly the same behaviour as a B<FORCE>. |
773 | |
1275 | |
774 | The specialty of the potion effect is that the resistancy it gives is absolute, |
1276 | The specialty of the potion effect is that the resistancy it gives is absolute, |
775 | so if you drin a resistancy potion of fire+60 you will get 60% resistancy to |
1277 | so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to |
776 | fire. |
1278 | fire. |
777 | |
1279 | |
778 | Multiple potion effects only give you the maximum of their resistancy. |
1280 | Multiple potion effects only give you the maximum of their resistancy. |