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1 =head1 DELIANTRA OBJECT AND INTERNALS DOCUMENTATION
2
3 Here is all information about the object types Deliantra
4 supports at the moment. This is not a complete documentation (yet)
5 and browsing the source is still recommended to learn about
6 the objects that aren't documented here.
7
8 This documentation is in a sketchy state. It's mostly
9 used to collect notes about the internal behaviour of the
10 objects.
11
12 =head2 About the notation and terms
13
14 The term 'archetype' stands for a collection of fields.
15 The term 'object' stands for an archetype instance.
16 The term 'field' is used for an object fields and archetype fields.
17
18 Field names will be displayed like this: I<fieldname>
19
20 Type names will be displayed like this: B<TYPENAME>
21
22 Flag names will be displayer like this: FLAG_NAME
23
24 =head2 About archetypes and objects
25
26 Archetypes are 'templates' of objects. If an object is derived
27 from an archetype the object fields will be set to the corresponding
28 fields in the archetype.
29
30 When a map is instanciated (loaded), the 'object' description on the
31 map are considered patches of the archetype.
32
33 This document does explain the behaviour of the objects and the meaning of
34 their fields in the server engine, which are derived from archetypes.
35
36 This is an example of an archetype:
37
38 object button_trigger
39 name button
40 type 30
41 face button_sma.x11
42 anim
43 button_sma.x11
44 button_sma.x12
45 mina
46 is_animated 0
47 exp 30
48 no_pick 1
49 walk_on 1
50 walk_off 1
51 editable 48
52 visibility 50
53 weight 1
54 end
55
56 The first B<field> is I<name>: 'button_trigger', which basically means that
57 instances (objects) that are created/derived from this archetype have the
58 name 'button' (which means that the field I<name> of the object will be set
59 to the same value as the archetypes field I<name>).
60
61 The next field I<type> decides the behaviour of objects derived from this archetype.
62 For a comprehensive list of types see include/define.h. For this case
63 you might find a line like:
64
65 #define TRIGGER_BUTTON        30
66
67 The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED.
68 For more information on this look in the Flags subsection in the next section
69
70 The following documentation will also document the meaning of internal used
71 fields of objects. These fields are marked as (internal) and can't
72 or shouldn't be set by an archetype.
73
74 =head2 Description of (mostly) generic object fields
75
76 These are the fields that most of the objects have and/or their
77 default behaviour.
78
79 =over 4
80
81 =item I<name> <string>
82
83 The name of the object.
84
85 =item I<name_pl> <string>
86
87 The name of a collection of these objects (the plural of the name).
88
89 =item I<face> <facename>
90
91 The graphical appearance of this object.
92
93 =item I<x> <number>
94
95 The x position of the object when it is on a map.
96
97 =item I<y> <number>
98
99 The y position of the object when it is on a map.
100
101 =item I<map> (internal)
102
103 The map the object is on.
104
105 =item I<invisible> <number>
106
107 If the <number> is greater than 0 the object is invisible.
108 For players this field reflects the duration of the invisibility
109 and is decreased every tick by 1.
110
111 For non-player objects this field is not changed by server ticks.
112
113 =item I<glow_radius> <number>
114
115 This field indicates how far an object glows. Default is a radius of 0 (no
116 glowing at all). Negative glow radii darken areas - currently, negative
117 glow radii are stronger than positive ones.
118
119 =item I<speed> <float>
120
121 If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
122 on the active object list and will be processed each tick (see also speed_left!).
123
124 If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
125 from the active object list and it won't experience any processing per tick.
126
127 Negative speed settings in archetypes and files cause a speed_left
128 randomisation on load or instantiatian, but for calculations, the absolute
129 value is used always.
130
131 =item I<speed_left> <float>
132
133 If this field is greater than 0 and the object is on the
134 active list (mostly means it's speed is also greater than 0):
135
136 - speed_left is decreased by 1
137 - and this object is processed and experiences a server tick.
138
139 If the object is on the active list and I<speed_left> is lower or
140 equal to 0 the absolute value of the I<speed> is added to I<speed_left>
141 on the end of the tick.
142
143 This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
144 the more seldom the object is processed. And the higher I<speed> is
145 the more often the object is processed.
146
147 =item I<connected> <identifier>
148
149 When this field is set the object will be linked to a connection with the
150 same <identifier>. What happens when the connection is 'activated' depends on the
151 type of the object.
152
153 FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
154 when to activate the object, see description of these below for further details.
155
156 =item I<no_drop> (0|1)
157
158 Sets the flag FLAG_NO_DROP.
159 See Flags section below.
160
161 =item I<applied> (0|1)
162
163 Sets the flag FLAG_APPLIED.
164 See Flags section below.
165
166 =item I<is_used_up> (0|1)
167
168 Sets the flag FLAG_IS_USED_UP.
169 See Flags section below.
170
171 =item I<changing> (0|1)
172
173 Sets the flag FLAG_CHANGING.
174 See Flags section below.
175
176 =item I<auto_apply> (0|1)
177
178 Sets the flag FLAG_AUTO_APPLY.
179 See Flags section below.
180
181 =item I<no_steal> (0|1)
182
183 Sets the flag FLAG_NO_STEAL.
184 See Flags section below.
185
186 =item I<reflecting> (0|1)
187
188 Sets the flag FLAG_REFLECTING.
189 See Flags section below.
190
191 =item I<reflect_spell> (0|1)
192
193 Sets the flag FLAG_REFL_SPELL.
194 See Flags section below.
195
196 =item I<no_skill_ident> (0|1)
197
198 Sets the flag FLAG_NO_SKILL_IDENT.
199 See Flags section below.
200
201 =item I<activate_on_push> (0|1) (default: 1)
202
203 Sets the flag FLAG_ACTIVATE_ON_PUSH.
204 See Flags section below.
205
206 =item I<activate_on_release> (0|1) (default: 1)
207
208 Sets the flag FLAG_ACTIVATE_ON_RELEASE.
209 See Flags section below.
210
211 =item I<is_lightable> (0|1)
212
213 Sets the flag FLAG_IS_LIGHTABLE.
214 See Flags section below.
215
216 =item I<editable> (more than deprecated)
217
218 This field had a special meaning for crossedit, which used parts
219 of the server code for editing. Wherever you see this field being
220 set in an archetype ignore it and/or remove it. No code interprets this
221 field anymore.
222
223 =back
224
225 =head3 Flags
226
227 Here are the effects of the flags described.
228
229 =over 4
230
231 =item FLAG_NO_DROP
232
233 An object can't be picked up and dropped.
234
235 =item FLAG_APPLIED
236
237 This flag mostly states whether this object has been 'applied' by the player.
238 For objects that are applied by the code or have this flag set in the archetype
239 it mostly means 'this object is active'.
240
241 For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
242 of flags from objects in his inventory is toggled by this flag.
243
244 =item FLAG_IS_USED_UP
245
246 This flag controls whether an object is 'used up'. If it is set I<food>
247 is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
248
249 If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
250 this object is removed or not, see the B<FORCE> type below for the meaning
251 of the duration field in this context.
252
253 If FLAG_APPLIED is not set the object is destroyed.
254
255 =item FLAG_CHANGING
256
257 If the I<state> field of the object is 0 the object will be processed periodically
258 (if I<speed> is set). If the I<state> field is 1 it won't be processed.
259
260 This flag indicates that the object is changing into a different object.
261 The object has to have the I<other_arch> field set. The object the changing object
262 changes into is derived from the archetype in I<other_arch>.
263
264 When the object does not have FLAG_ALIVE set the I<food> field will be decremented
265 each time the object is processed, and if I<food> reaches 0 one new object will be generated.
266
267 When the object has FLAG_ALIVE set the I<food> field is the number of objects that
268 will be generated.
269
270 After the new object is created the I<hp> field from the old object is copied into
271 the new one.
272
273 =item FLAG_IS_A_TEMPLATE (internal use)
274
275 This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
276 or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
277
278 =item FLAG_AUTO_APPLY
279
280 This flag has currently only meaning for the B<TREASURE> type, see below.
281
282 =item FLAG_ACTIVATE_ON_PUSH
283
284 This flag has only meaning for objects that can be linked together
285 by the I<connected> field and controls wether the object should
286 be activated when the connection is 'pushed' or it is 'released'.
287
288 What 'pushed' and 'released' means depends on the object that
289 activates the connection.
290
291 This flag is by default on.
292
293 =item FLAG_ACTIVATE_ON_RELEASE
294
295 This flag has only meaning for objects that can be linked together
296 by the I<connected> field and controls wether the object should
297 be activated when the connection is 'pushed' or it is 'released'.
298
299 What 'pushed' and 'released' means depends on the object that
300 activates the connection.
301
302 This flag is by default on.
303
304 =item FLAG_NO_STEAL
305
306 When this flag is set this object can't be stolen. The flag will be
307 reset once the object is placed on a map.
308
309 When this flag is set on a monster it can defend attempts at stealing
310 (but in this context the flag is only used internally).
311
312 =item FLAG_NO_SKILL_IDENT
313
314 This flag is mostly used internal and prevents unidentified objects
315 (objects which don't have FLAG_IDENTIFIED set) being identified
316 multiple times by skills.
317
318 This flag is used to mark objects which were unsuccessfully identified by a
319 players skill. So that multiple tries of identifying aren't more effective than
320 one.
321
322 =item FLAG_REFLECTING
323
324 This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
325 to indicate whether this object reflects off walls.
326
327 =item FLAG_REFL_SPELL
328
329 This flag indicates whether something reflects spells, like spell reflecting
330 amuletts.
331
332 =item FLAG_IS_LIGHTABLE
333
334 This flag indicates whether a B<LIGHTER> can light this object. See also the
335 description of the B<LIGHTER> type. How easy you can light an item depends
336 partially on the material of the object.
337
338 =item FLAG_MONSTER
339
340 Enables NPC behaviour in general (both monster AI and friendly AI). Numerous fields
341 change their meaning, including:
342
343 =over 4
344
345 =item I<wis>
346
347 Governs the "wake-up radius" - the radius within a monster detects an enemy.
348
349 Also, I<wis> governs pathfinding intelligence: 8 and up means the monster
350 will partake in basic smell finding. 10 and up additionally spreads smell
351 knowledge, and 15 and up additionally will try to perturb the path as to
352 find shortcuts.
353
354 =back
355
356 =back
357
358 =head2 Description of type specific fields and behaviour
359
360 The beginning of the headers of the following subsection
361 are the server internal names for the objects types, see include/define.h.
362
363 =head3 B<TRANSPORT> - type 2 - Player transports
364
365 This type is implemented by the transport extension and has currently no special
366 fields that affect it.
367
368 =head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
369
370 Rods contain spells and can be fired by a player.
371
372 =over 4
373
374 =item I<level> <number>
375
376 This field is used for calculating the spell level that can be fired
377 with this rod, it's also the maximum level of the spell that can be fired.
378 The level of the spell that is being fired depends mostly on
379 the 'use magic item' skill level of the player and 1/10 of the level of the
380 rod is added as bonus.
381
382 =item I<hp> <number>
383
384 The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
385 maxhp/10> per tick.
386
387 =item I<maxhp> <number>
388
389 The maximum amount of spellpoints this rod has.
390
391 =item I<skill> <skill name>
392
393 This field determines which skill you need to apply this object.
394
395 =back
396
397 =head3 B<TREASURE> - type 4 - Treasures
398
399 This type of objects are for random treasure generation in maps.
400 If this object is applied by a player it will replace itself with it's
401 inventory. If it is automatically applied
402 generate a treasure and replace itself with the generated treasure.
403
404 Chests are also of this type, their treasures are generated by
405 the auto apply code on map instantiation.
406
407 =over 4
408
409 =item I<hp> <number>
410
411 The number of treasures to generate.
412
413 =item I<exp> <level>
414
415 If FLAG_AUTO_APPLY is not set the exp field has no further meaning
416 and the difficulty for the treasurecode only depends on the maps difficulty,
417 otherwise the exp field has the following meaning:
418
419 If this field is not 0 it is passed as the difficulty
420 to the treasure generation code to determine how good, how much
421 worth a treasure is or what bonuses it is given by the treasure code.
422
423 If this field is not set or 0 the difficulty of the map is passed to the treasure
424 generation code.
425
426 =item I<randomitems> <treasurelist>
427
428 The treasurelist to use to generate the treasure which is put in the
429 treasure objects inventory.
430
431 =back
432
433 =head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
434
435 These objects contain a spell and will emit it on apply, which most
436 of the time has the meaning of 'drinking'.
437
438 If no resistancy field, stat field or attacktype is set and no spell
439 is put in the potion by the sp field or the randomitems the
440 potion will become an artifact and the artifact code decides which kind
441 of potion will be generated.
442
443 If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
444 will yield an explosion and hurt the player.
445
446 =over 4
447
448 =item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
449
450 These stat fields determine how many stat points the player gets
451 when he applies this potion.
452
453 If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
454
455 =item I<sp> <number>
456
457 If this field is set and the randomitems field is not set
458 the field is interpreted as spell number, please look the right
459 number up in common/loader.C.
460
461 If this field is set the randomitems field will be unset by the
462 map loading code.
463
464 =item I<attacktype> <attacktype>
465
466 This field has some special meaning in potions, currently the
467 bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
468 restoration potion or improvement potion.
469 See include/attackinc.h for the bits of these types.
470
471 If AT_DEPLETE is set the player will be restored and the "depletion"
472 will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
473 set the player will be drained a random stat by inserting an "depletion"
474 into him.
475
476 If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
477 When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
478
479 =item I<resist_RESISTANCY> <number>
480
481 If this stat is set and no spell is in the potion the potion
482 will create a force that give the player this specific resistancy.
483 The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
484 and the potion will last 10 times longer than the default force archetype
485 FORCE_NAME (at the moment of this writing spell/force.arc).
486
487 =item I<randomitems> <treasurelist>
488
489 The inventory/spell of the potion will be created by calling the treasure code
490 with the treasurelist specified here. (I guess it's highly undefined what
491 happens if there is not a spell in the potions inventory).
492
493 =item I<on_use_yield> <archetype>
494
495 When this object is applied an instance of <archetype> will be created.
496
497 =item I<subtypes> <potion subtype>
498
499 see include/spells.h for possible potion subtypes, there are currently 4:
500
501 =over 4
502
503 =item POT_SPELL
504
505 Unused, default behaiour of a potion.
506
507 =item POT_DUST
508
509 This potion can be thrown to cast the spell that it has in it's inventory,
510 the behaviour is not defined if there is not a B<SPELL> in the inventory and the
511 server will log an error.
512
513 =item POT_FIGURINE
514
515 Unused, default behaiour of a potion.
516
517 =item POT_BALM
518
519 Unused, default behaiour of a potion.
520
521 =back
522
523 =back
524
525 =head3 B<FOOD> - type 6 - Edible stuff
526
527 This is for objects that are representing general eatables like
528 beef or bread.
529
530 The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
531 give different messages.
532
533 The specialty of B<FLESH> is that it inherits the resistancies of the
534 monsters it was generated in and will let dragons raise their resistancies
535 with that. If the monster has the B<POISON> attacktype the B<FLESH>
536 will change into B<POISON>.
537
538 If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
539 and if he doesn't find any of that he will start eating B<FLESH>.
540
541 =over 4
542
543 =item I<title> <string>
544
545 If the food has B<title> set or is cursed it is considered 'special', which
546 means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
547 I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
548 on the player.
549
550 The higher the I<food> field is the longer the improvement of the player lasts
551 (except for I<hp> and I<sp>).
552
553 =item I<food> <number>
554
555 This is the amount of food points the player gets when he eats this.
556
557 =item I<on_use_yield> <archetype>
558
559 When this object is applied an instance of <archetype> will be created.
560
561 =back
562
563 =head3 B<POISON> - type 7 - Poisonous stuff
564
565 This type is for objects that can poison the player when he drinks/applies it.
566 When applied it will hit the attacked with AT_POISON and will create
567 a B<POISONING> object in the one who was hit.
568
569 =over 4
570
571 =item I<level> <number>
572
573 This field affects the probability of poisoning. The higher the level difference
574 between the one who is hit and the poision the more probable it is the attacked
575 one will be poisoned.
576
577 =item I<slaying> <race>
578
579 This field has the usual meaning of 'slaying', when the
580 poisoned's race matches the I<slaying> field the damage done by the poison
581 is multiplied by 3.
582
583 =item I<hp> <number>
584
585 This is the amount of damage the player will receive from applying this. The
586 attacktype AT_POISON will be used to hit the player and the damage will
587 determine the strenght, duration and depletion of stats of the poisoning. The
588 created B<POISONING> object which is being placed in the one who was attacked will
589 get the damage from this field (which is maybe adjusted by slaying or the
590 resistancies).
591
592 =item I<food> <number>
593
594 1/4 of <number> will be drained from the players I<food>.
595
596 =item I<on_use_yield> <archetype>
597
598 When this object is applied an instance of <archetype> will be created.
599
600 =back
601
602 =head3 B<BOOK> - type 8 - Readable books
603
604 This type is basically for representing text books in the game.
605
606 Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
607
608 =over 4
609
610 =item I<msg> <text>
611
612 This is the contents of the book. When this field is unset
613 at treasure generation a random text will be inserted.
614
615 =item I<skill> <skill name>
616
617 The skill required to read this book. (The most resonable
618 skill would be literacy).
619
620 =item I<exp> <number>
621
622 The experience points the player get for reading this book.
623
624 =item I<subtype> <readable subtype>
625
626 This field determines the type of the readable.
627 Please see common/readable.C in the readable_message_types table.
628
629 =back
630
631 =head3 B<CLOCK> - type 9 - Clocks
632
633 This type of objects just display the time when being applied.
634
635 =head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
636
637 This is a spell effect of a moving bolt. It moves straigt forward
638 through the map until something blocks it.
639 If FLAG_REFLECTING is set it even reflects on walls.
640
641 FLAG_IS_TURNABLE should be set on these objects.
642
643 =over 4
644
645 =item I<move_type> <movetype>
646
647 This field affects the move type with which the lightning moves through
648 the map and which map cells will reflect or block it.
649
650 =item I<attacktype> <attacktype>
651
652 The attacktype with which it hits the objects on the map.
653
654 =item I<dam> <number>
655
656 The damage this bolt inflicts when it hits objects on the map.
657
658 =item I<Dex> <number>
659
660 This is the fork percentage, it is reduced by 10 per fork.
661 And the I<dam> field is halved on each fork.
662
663 =item I<Con> (internal)
664
665 This value is a percentage of which the forking lightning
666 is deflected to the left. This value should be mostly used internally.
667
668 =item I<duration> <number>
669
670 The duration the bolt stays on a map cell. This field is decreased each time
671 the object is processed (see the meaning of I<speed> and I<speed_left> fields in
672 the generic object field description).
673
674 =item I<range> <number>
675
676 This is the range of the bolt, each space it advances this field is decreased.
677
678 =back
679
680 =head3 B<ARROW> - type 13 - Arrows
681
682 This is the type for objects that represent projectiles like arrows.
683 The movement of B<THROWN_OBJ>s behave similar to this type.
684
685 Flying arrows are stopped either when they hit something blocking
686 (I<move_block>) or something which is alive.
687 If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
688 set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
689 damage with a small chance which is affected by the I<level> field of the arrow.
690
691 If FLAG_REFLECTING is set on the arrow it will bounce off everything
692 that is not alive and blocks it's movement.
693
694 When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
695 fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
696 the object, to restore them once the arrow has been stopped.
697
698 =over 4
699
700 =item I<dam> <number>
701
702 The amount of damage that is being done to the victim that gets hit.
703 This field is recomputed when the arrow is fired and will consist
704 of the sum of a damage bonus (see description of the B<BOW> type),
705 the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
706 and the arrows I<magic> field.
707
708 =item I<wc> <number>
709
710 The weapon class of the arrow, which has effect on the probability of hitting.
711
712 It is recomputed when the arrow is being fired by this formula:
713
714 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
715 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
716
717 When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
718 level is not added.
719
720 wc_mod is dependend on the fire mode of the bow. For a more detailed
721 explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
722
723 =item I<magic> <number>
724
725 This field is added to the damage of the arrow when it is shot and
726 will also improve it's I<speed> by 1/5 of it's value.
727
728 =item I<attacktype> <attacktype>
729
730 Bitfield which decides the attacktype of the damage, see include/attackinc.h
731 On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
732
733 =item I<level> <number> (interally used)
734
735 The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
736 see above in the B<ARROW> description.
737
738 The I<level> is set when the arrow is fired to either the skill level or the
739 shooters level.
740
741 =item I<speed> <number> (internal)
742
743 This field shouldn't be set directly in the archetype, the arrow will get it's
744 I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
745 arrow will be stopped immediatly.
746
747 On fireing the I<speed> of the arrow is computed of 1/5 of the
748 sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
749 of the bows I<dam> field is added to the I<speed> of the arrow.
750
751 The minimum I<speed> of an arrow is 1.0.
752
753 While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
754
755 If the I<speed> is above 10.0 it goes straight through the creature it hits and
756 its I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
757 stopped and either stuck into the victim (see I<weight> field description) or
758 put on its map square (if it didn't break, see description of the I<food> field).
759
760 =item I<weight> <number>
761
762 This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
763 the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
764
765 =item I<food> <number>
766
767 The breaking percentage. 100 (%) means: breaks on usage for sure.
768
769 =item I<inventory> (internal)
770
771 If the flying/moving object has something in it's inventory and it stops, it
772 will be replaced with it's inventory. Otherwise it will be handled as usual,
773 which means: it will be calculated whether the arrow breaks and it will be
774 reset for reuse.
775
776 =item I<slaying> <string>
777
778 When the bow that fires this arrow has it's I<slaying> field set it is copied
779 to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
780
781 =item I<move_type> <movetype> (internally used)
782
783 This field is set when the arrow is shot to MOVE_FLY_LOW.
784
785 =item I<move_on> <movetype> (internally used)
786
787 This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
788
789 =item I<race> <string>
790
791 The I<race> field is a unique key that assigns arrows, bows and quivers. When
792 shooting an arrow the bows I<race> is used to search for arrows (which have the
793 same I<race> as the bow) in the players inventory and will recursively search in
794 the containers (which are applied and have the same I<race> as the bow and the arrow).
795
796 =back
797
798 =head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
799
800 TODO, but take into account B<ARROW> description above!
801
802 =head3 B<WEAPON> - type 15 - Weapons
803
804 This type is for general hack and slash weapons like swords, maces
805 and daggers and and ....
806
807 =over 4
808
809 =item I<weapontype> <type id>
810
811 decides what attackmessages are generated, see include/define.h
812
813 =item I<attacktype> <bitmask>
814
815 bitfield which decides the attacktype of the damage, see include/attackinc.h
816
817 =item I<dam> <number>
818
819 amount of damage being done with the attacktype
820
821 =item I<item_power> <level>
822
823 the itempower of this weapon.
824
825 =item I<name>
826
827 the name of the weapon.
828
829 =item I<level> (internal)
830
831 The improvement state of the weapon.
832 If this field is greater than 0 the I<name> field starts with the
833 characters name who improved this weapon.
834
835 =item I<last_eat> (internal)
836
837 This seems to be the amount of improvements of a weapon,
838 the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
839
840 ((who->level / 5) + 5) >= op->last_eat
841
842 =item I<last_sp>
843
844 the weapon speed (see magic description)
845
846 =item I<food> <number>
847
848 addition to food regeneration of the player
849
850 =item I<hp> <number>
851
852 addition to health regeneration
853
854 =item I<sp> <number>
855
856 addition to mana regeneration
857
858 =item I<grace> <number>
859
860 addititon to grace regeneration
861
862 =item I<gen_sp_armour> <number>
863
864 the players I<gen_sp_armour> field (which is per default 10) is being added the
865 <number> amount. gen_sp_armour seems to be a factor with which gen_sp in
866 do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
867 I<gen_sp_armour> limits the amout of regenerated spellpoints.
868
869 Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
870 I<sp> regeneration.
871
872 =item I<body_BODYSLOT>
873
874 The part/slot of the body you need to use this weapon, possible values for
875 C<BODYSLOT> should be looked up in common/item.C at body_locations.
876
877 The value (in the range C<-7..7>) gives the number of those body slots
878 used up by the item (if negative) or the number of body slots this object
879 has (if positive, e.g. for monsters or players). The special value C<0>
880 indicates that this object cannot equip items requiring these body slots.
881
882 =item I<resist_RESISTANCY> <number>
883
884 this is the factor with which the difference of the players resistancy and 100%
885 is multiplied, something like this:
886
887 additional_resistancy = (100 - current_resistancy) * (<number>/100)
888
889 if <number> is negative it is added to the total vulnerabilities,
890 and later the total resistance is decided by:
891
892 'total resistance = total protections - total vulnerabilities'
893
894 see also common/living.C:fix_player.
895
896 =item I<path_(attuned|repelled|denied)>
897
898 this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
899 for the pathes.
900
901 =item I<luck> <number>
902
903 this luck is added to the players I<luck>
904
905 =item I<move_type>
906
907 if the weapon has a I<move_type> set the player inherits it's I<move_type>
908
909 =item I<exp> <number>
910
911 the added_speed and bonus_speed of the player is raised by <number>/3.
912 if <number> < 0 then the added_speed is decreased by <number>
913
914 =item I<weight>
915
916 the weight of the weapon
917
918 =item I<magic>
919
920 the I<magic> field affects the amounts of the following fields:
921
922 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
923
924 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
925
926 - dam: the players dam is adjusted by: player->dam += (dam + magic)
927
928 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
929 (minium is 0)
930
931 =item I<ac> <number>
932
933 the amount of ac points the player's I<ac> is decreased when applying this object.
934
935 =item I<wc> <number>
936
937 the amount of wc points the player's I<wc> is decreased when applying this object.
938
939 =back
940
941 =head4 Player inherits following flags from weapons:
942
943 FLAG_LIFESAVE
944 FLAG_REFL_SPELL
945 FLAG_REFL_MISSILE
946 FLAG_STEALTH
947 FLAG_XRAYS
948 FLAG_BLIND
949 FLAG_SEE_IN_DARK
950 FLAG_UNDEAD
951
952 =head3 B<GRIMREAPER> - type 28 - Grimreapers
953
954 These type are mostly used for monsters, they give the
955 monster the ability to dissapear after 10 hits with AT_DRAIN.
956
957 =over 4
958
959 =item I<value> <number>
960
961 This field stores the hits the monster did yet.
962
963 =back
964
965 =head3 B<CREATOR> - type 42 - Object creators
966
967 Once a creator is activated by a connection it creates a number of objects
968 (cloned from it's inventory or a new object derived from the archetype
969 named in the other_arch slot).
970
971 If FLAG_LIVESAFE is set the number of uses is unlimited.
972
973 =over 4
974
975 =item I<hp> <number>
976
977 If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
978 be used.
979
980 =item I<speed> <float>
981
982 If I<speed> is set the creator will create an object periodically,
983 see I<speed> and I<speed_left> fields in the general object field description
984 for more details.
985
986 =item I<slaying> <string>
987
988 If set the generated object's name and title will be set to this.
989
990 =item I<other_arch> <string>
991
992 If the inventory of the creator is empty new objects will be derived from the
993 archetype named by <string>.
994
995 =item I<connected> <identifier>
996
997 See generic object field description.
998
999 =back
1000
1001 =head3 B<SKILL> - type 43 - Skills
1002
1003 This type is basically for representing skills in the game.
1004
1005 =over 4
1006
1007 =item I<subtype> <skill number>
1008
1009 =item I<weapontype> <type of tool>
1010
1011 The type of weapon or ranged item compatible with this skill (For ranged
1012 and combat attacks).
1013
1014 =item I<skill> <string>
1015
1016 The skill identifier used by other items, usually the skill name
1017
1018 =item I<level> <percentage>
1019
1020 not used?
1021
1022 =item I<exp> <number>
1023
1024 Base amount of experience in a skill, for skills not starting at zero.
1025
1026 =item I<expmul> <float>
1027
1028 Experience is multiplied by this factor.
1029
1030 =back
1031
1032 =head3 B<DRINK> - type 54 - Drinkable stuff
1033
1034 See B<FOOD> description.
1035
1036 =head3 B<CHECK_INV> - type 64 - Inventory checkers
1037
1038 This object checks whether the player has a specific item in his
1039 inventory when he moves above the inventory checker. If the player has
1040 the item (or not, which can be controlled with a flag) a connection will be triggered.
1041
1042 If you set I<move_block> you can deny players and monsters to reach the space where
1043 the inventory checker is on, see I<move_block> description below.
1044
1045 The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
1046 So matching one of those conditions is enough.
1047
1048 =over 4
1049
1050 =item I<move_block> <move type bitmask>
1051
1052 If you set this field to block a movetype the move code will block any moves
1053 onto the space with the inventory checker, IF the moving object doesn't have
1054 (or has - if I<last_sp> = 0) the item that the checker is searching for.
1055
1056 =item I<last_sp> (0|1)
1057
1058 If I<last_sp> is 1 'having' the item that is being checked for will
1059 activate the connection or make the space with the checker non-blocking.
1060 If I<last_sp> is 0 'not having' the item will activate the connection
1061 or make the space with the checker non-blocking.
1062
1063 =item I<last_heal> (0|1)
1064
1065 If I<last_heal> is 1 the matching item will be removed if the inventory checker
1066 activates a connection and finds the item in the inventory.
1067
1068 (A inventory checker that blocks a space won't remove anything from inventories)
1069
1070 =item I<hp> <number>
1071
1072 If this field is not 0 the inventory checker will search for an object
1073 with the type id <number>.
1074
1075 =item I<slaying> <string>
1076
1077 If this field is set the inventory checker will search for an object that
1078 has the same string in the I<slaying> field (for example a key string of a key).
1079
1080 =item I<race> <string>
1081
1082 If this field is set the inventory checker will search for an object which
1083 has the archetype name that matches <string>.
1084
1085 =item I<connected> <identifier>
1086
1087 This is the connection that will be activated. The connection is
1088 'pushed' when someone enters the space with the inventory checker,
1089 and it is 'released' when he leaves it.
1090
1091 See also the description of the I<connected> field in the generic object
1092 field section.
1093
1094 =back
1095
1096 =head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1097
1098 speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1099 changes.
1100
1101 (based on value that last_sp takes):
1102 0: 'furious' Makes all monsters aggressive
1103 1: 'angry' As above but pets are unaffected
1104 2: 'calm' Makes all monsters unaggressive
1105 3: 'sleep' Puts all monsters to sleep
1106 4: 'charm' Makes monster into a pet of person
1107 who triggers the square. This setting
1108 is not enabled for continous operation
1109 5: 'destroy mons' destroy any monsters on this space
1110 6: 'destroy pets' destroy friendly monsters on this space
1111
1112 =head3 B<FLESH> - type 72 - Organs and body parts
1113
1114 See B<FOOD> description.
1115
1116 =head3 B<MISC_OBJECT> - type 79 - Misc. objects
1117
1118 A type for any object that has no special behaviour.
1119
1120 =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1121
1122 This type of objects multiplies objects that are above it when it is activated.
1123 You can even multiply by 0, which will destroy the object.
1124
1125 =over 4
1126
1127 =item I<level> <number>
1128
1129 The multiplicator, if set to 0 or lower it will destroy the objects above it.
1130
1131 =item I<other_arch> <string>
1132
1133 The archetype name of the objects that should be multiplied.
1134
1135 =item I<connected> <identifier>
1136
1137 See generic object field description.
1138
1139 =back
1140
1141 =head3 B<HOLE> - type 94 - Holes
1142
1143 B<HOLE>s are holes in the ground where objects can fall through. When the hole
1144 opens and/or is completly open all objects above it fall through (more
1145 precisely: if their head is above the hole).
1146
1147 When the B<HOLE> is activated it's speed is set to 0.5.
1148
1149 These holes can only transfer the one who falls through to other coordinates
1150 on the same map.
1151
1152 =over 4
1153
1154 =item I<maxsp> (0|1)
1155
1156 This field negates the state of the connection: When maxsp is 1 the pit will
1157 open/close when the connection is deactivated. Otherwise it will open/close
1158 when the connection is activated. This field only has effect when the
1159 connection is triggered. So if you put a closed hole on a map, and the
1160 connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1161 connection was triggered once.
1162
1163 =item I<connected> <identifier>
1164
1165 This is the connection id, which lets the hole opening or closing when
1166 activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1167 at which connection state the object is activated.
1168
1169 For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1170 the connection is released.
1171
1172 =item I<wc> <number> (internal)
1173
1174 This is an internal field. If it is greater than 0 it means that the hole is not
1175 yet fully open. More preciesly: this field is the animation-step and if it is
1176 set to the 'closed' step of the animation the hole is closed and if it is on
1177 the 'open' animation step (I<wc> = 0), the hole is open.
1178
1179 =item I<sp> <number>
1180
1181 The destination y coordinates on the same map.
1182
1183 =item I<hp> <number>
1184
1185 The destination x coordinates on the same map.
1186
1187 =back
1188
1189 =head3 B<POISONING> - type 105 - The poisoning of players and monsters
1190
1191 This type is doing the actual damage to the ones who were attacked
1192 via AT_POISON (or drank B<POISON>).
1193
1194 The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1195 there for details).
1196
1197 =over 4
1198
1199 =item I<dam> <number>
1200
1201 Each time the poisoning is proccessed (which is determined by the I<speed> and
1202 I<speed_left> fields, see the general object fields description above) it hits
1203 the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1204 simply hit the player with no strings attached).
1205
1206 =item I<food> <number>
1207
1208 Just a note: The posioning is removed if I<food> == 1 and not if
1209 the whole I<duration> is up, because the B<POISONING> code has to remove
1210 the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1211 deletes the B<POISONING> object.
1212
1213 =back
1214
1215 =head3 B<FORCE> - type 114 - Forces
1216
1217 Forces are a very 'thin' type. They don't have much behaviour other than
1218 disappearing after a time and/or affecting the player if they are in his
1219 inventory.
1220
1221 Forces only take effect on the player if they have FLAG_APPLIED set.
1222
1223 Whether the I<duration> field is processed or not per tick is controlled by the
1224 I<speed> and I<speed_left> fields. Look above in the generic object field description.
1225
1226 NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1227 interpreter like described in the description of the FLAG_IS_USED_UP flag.
1228 BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1229 will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1230 removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1231 have good semantics on forces, try to avoid it.
1232
1233 =over 4
1234
1235 =item I<duration>
1236
1237 While this field is greater than 0 the force/object is not destroyed. It is
1238 decreased each tick by 1.
1239
1240 If it reaches 0 the force/object is destroyed.
1241
1242 This field can have this meaning for B<any> object if that object has
1243 FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1244 what happens then.
1245
1246 =back
1247
1248 =head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1249
1250 This object is generated by the B<POTION> code when the potion is a resistance
1251 giving potion. It has mainly the same behaviour as a B<FORCE>.
1252
1253 The specialty of the potion effect is that the resistancy it gives is absolute,
1254 so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1255 fire.
1256
1257 Multiple potion effects only give you the maximum of their resistancy.