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 |
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objects. |
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|
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=head2 About the notation and terms |
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|
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The term 'archetype' stands for a collection of fields. |
15 |
The term 'object' stands for an archetype instance. |
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The term 'field' is used for an object fields and archetype fields. |
17 |
|
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Field names will be displayed like this: I<fieldname> |
19 |
|
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Type names will be displayed like this: B<TYPENAME> |
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|
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Flag names will be displayer like this: FLAG_NAME |
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|
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=head2 About archetypes and objects |
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|
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Archetypes are 'templates' of objects. If an object is derived |
27 |
from an archetype the object fields will be set to the corresponding |
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fields in the archetype. |
29 |
|
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When a map is instanciated (loaded), the 'object' description on the |
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map are considered patches of the archetype. |
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|
33 |
This document does explain the behaviour of the objects and the meaning of |
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their fields in the server engine, which are derived from archetypes. |
35 |
|
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This is an example of an archetype: |
37 |
|
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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 |
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exp 30 |
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no_pick 1 |
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walk_on 1 |
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walk_off 1 |
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editable 48 |
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visibility 50 |
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weight 1 |
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end |
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|
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The first B<field> is I<name>: 'button_trigger', which basically means that |
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instances (objects) that are created/derived from this archetype have the |
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name 'button' (which means that the field I<name> of the object will be set |
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to the same value as the archetypes field I<name>). |
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|
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The next field I<type> decides the behaviour of objects derived from this archetype. |
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For a comprehensive list of types see include/define.h. For this case |
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you might find a line like: |
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|
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#define TRIGGER_BUTTON 30 |
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|
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The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED. |
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For more information on this look in the Flags subsection in the next section |
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|
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The following documentation will also document the meaning of internal used |
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fields of objects. These fields are marked as (internal) and can't |
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or shouldn't be set by an archetype. |
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|
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=head2 Description of (mostly) generic object fields |
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|
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These are the fields that most of the objects have and/or their |
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default behaviour. |
78 |
|
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=over 4 |
80 |
|
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=item I<name> <string> |
82 |
|
83 |
The name of the object. |
84 |
|
85 |
=item I<name_pl> <string> |
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|
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The name of a collection of these objects (the plural of the name). |
88 |
|
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=item I<face> <facename> |
90 |
|
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The graphical appearance of this object. |
92 |
|
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=item I<x> <number> |
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|
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The x position of the object when it is on a map. |
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|
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=item I<y> <number> |
98 |
|
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The y position of the object when it is on a map. |
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|
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=item I<map> (internal) |
102 |
|
103 |
The map the object is on. |
104 |
|
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=item I<invisible> <number> |
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|
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If the <number> is greater than 0 the object is invisible. |
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For players this field reflects the duration of the invisibility |
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and is decreased every tick by 1. |
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|
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For non-player objects this field is not changed by server ticks. |
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|
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=item I<glow_radius> <number> |
114 |
|
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This field indicates how far an object glows. Default is a radius of 0 (no |
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glowing at all). Negative glow radii darken areas - currently, negative |
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glow radii are stronger than positive ones. |
118 |
|
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=item I<speed> <float> |
120 |
|
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If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed |
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on the active object list and will be processed each tick (see also speed_left!). |
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|
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If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed |
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from the active object list and it won't experience any processing per tick. |
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|
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Negative speed settings in archetypes and files cause a speed_left |
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randomisation on load or instantiatian, but for calculations, the absolute |
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value is used always. |
130 |
|
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=item I<speed_left> <float> |
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|
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If this field is greater than 0 and the object is on the |
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active list (mostly means it's speed is also greater than 0): |
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|
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- speed_left is decreased by 1 |
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- and this object is processed and experiences a server tick. |
138 |
|
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If the object is on the active list and I<speed_left> is lower or |
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equal to 0 the absolute value of the I<speed> is added to I<speed_left> |
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on the end of the tick. |
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|
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This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED) |
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the more seldom the object is processed. And the higher I<speed> is |
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the more often the object is processed. |
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|
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=item I<connected> <identifier> |
148 |
|
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When this field is set the object will be linked to a connection with the |
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same <identifier>. What happens when the connection is 'activated' depends on the |
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type of the object. |
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|
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FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control |
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when to activate the object, see description of these below for further details. |
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|
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=item I<no_drop> (0|1) |
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|
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Sets the flag FLAG_NO_DROP. |
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See Flags section below. |
160 |
|
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=item I<applied> (0|1) |
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|
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Sets the flag FLAG_APPLIED. |
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See Flags section below. |
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|
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=item I<is_used_up> (0|1) |
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|
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Sets the flag FLAG_IS_USED_UP. |
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See Flags section below. |
170 |
|
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=item I<changing> (0|1) |
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|
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Sets the flag FLAG_CHANGING. |
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See Flags section below. |
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|
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=item I<auto_apply> (0|1) |
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|
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Sets the flag FLAG_AUTO_APPLY. |
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See Flags section below. |
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|
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=item I<no_steal> (0|1) |
182 |
|
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Sets the flag FLAG_NO_STEAL. |
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See Flags section below. |
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|
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=item I<reflecting> (0|1) |
187 |
|
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Sets the flag FLAG_REFLECTING. |
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See Flags section below. |
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|
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=item I<reflect_spell> (0|1) |
192 |
|
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Sets the flag FLAG_REFL_SPELL. |
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See Flags section below. |
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|
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=item I<no_skill_ident> (0|1) |
197 |
|
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Sets the flag FLAG_NO_SKILL_IDENT. |
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See Flags section below. |
200 |
|
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=item I<activate_on_push> (0|1) (default: 1) |
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|
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Sets the flag FLAG_ACTIVATE_ON_PUSH. |
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See Flags section below. |
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|
206 |
=item I<activate_on_release> (0|1) (default: 1) |
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|
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Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
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See Flags section below. |
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|
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=item I<is_lightable> (0|1) |
212 |
|
213 |
Sets the flag FLAG_IS_LIGHTABLE. |
214 |
See Flags section below. |
215 |
|
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=item I<editable> (more than deprecated) |
217 |
|
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This field had a special meaning for crossedit, which used parts |
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of the server code for editing. Wherever you see this field being |
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set in an archetype ignore it and/or remove it. No code interprets this |
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field anymore. |
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|
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=back |
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|
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=head3 Flags |
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|
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Here are the effects of the flags described. |
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|
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=over 4 |
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|
231 |
=item FLAG_NO_DROP |
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|
233 |
An object can't be picked up and dropped. |
234 |
|
235 |
=item FLAG_APPLIED |
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|
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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 |
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it mostly means 'this object is active'. |
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|
241 |
For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance |
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of flags from objects in his inventory is toggled by this flag. |
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|
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=item FLAG_IS_USED_UP |
245 |
|
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This flag controls whether an object is 'used up'. If it is set I<food> |
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is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0. |
248 |
|
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If also the flag FLAG_APPLIED is set, the I<duration> field controls whether |
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this object is removed or not, see the B<FORCE> type below for the meaning |
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of the duration field in this context. |
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|
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If FLAG_APPLIED is not set the object is destroyed. |
254 |
|
255 |
=item FLAG_CHANGING |
256 |
|
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If the I<state> field of the object is 0 the object will be processed periodically |
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(if I<speed> is set). If the I<state> field is 1 it won't be processed. |
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|
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This flag indicates that the object is changing into a different object. |
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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>. |
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|
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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 |
|
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When the object has FLAG_ALIVE set the I<food> field is the number of objects that |
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will be generated. |
269 |
|
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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 |
|
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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<VEIN> - type 10 - item veins for mining |
636 |
|
637 |
Provides a place to apply to mining skill to. |
638 |
|
639 |
=item I<other_arch> <archname> |
640 |
|
641 |
The architecture to create on a successful mine. |
642 |
|
643 |
=item I<food> <number> |
644 |
|
645 |
The number of items to produce from this vein. |
646 |
|
647 |
=item I<ac> <percentage> |
648 |
|
649 |
The base chance of getting an item. |
650 |
|
651 |
=item I<race> <identifier> |
652 |
|
653 |
Race of required extraction tools. |
654 |
|
655 |
=back |
656 |
|
657 |
=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT) |
658 |
|
659 |
This is a spell effect of a moving bolt. It moves straigt forward |
660 |
through the map until something blocks it. |
661 |
If FLAG_REFLECTING is set it even reflects on walls. |
662 |
|
663 |
FLAG_IS_TURNABLE should be set on these objects. |
664 |
|
665 |
=over 4 |
666 |
|
667 |
=item I<move_type> <movetype> |
668 |
|
669 |
This field affects the move type with which the lightning moves through |
670 |
the map and which map cells will reflect or block it. |
671 |
|
672 |
=item I<attacktype> <attacktype> |
673 |
|
674 |
The attacktype with which it hits the objects on the map. |
675 |
|
676 |
=item I<dam> <number> |
677 |
|
678 |
The damage this bolt inflicts when it hits objects on the map. |
679 |
|
680 |
=item I<Dex> <number> |
681 |
|
682 |
This is the fork percentage, it is reduced by 10 per fork. |
683 |
And the I<dam> field is halved on each fork. |
684 |
|
685 |
=item I<Con> (internal) |
686 |
|
687 |
This value is a percentage of which the forking lightning |
688 |
is deflected to the left. This value should be mostly used internally. |
689 |
|
690 |
=item I<duration> <number> |
691 |
|
692 |
The duration the bolt stays on a map cell. This field is decreased each time |
693 |
the object is processed (see the meaning of I<speed> and I<speed_left> fields in |
694 |
the generic object field description). |
695 |
|
696 |
=item I<range> <number> |
697 |
|
698 |
This is the range of the bolt, each space it advances this field is decreased. |
699 |
|
700 |
=back |
701 |
|
702 |
=head3 B<ARROW> - type 13 - Arrows |
703 |
|
704 |
This is the type for objects that represent projectiles like arrows. |
705 |
The movement of B<THROWN_OBJ>s behave similar to this type. |
706 |
|
707 |
Flying arrows are stopped either when they hit something blocking |
708 |
(I<move_block>) or something which is alive. |
709 |
If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE |
710 |
set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict |
711 |
damage with a small chance which is affected by the I<level> field of the arrow. |
712 |
|
713 |
If FLAG_REFLECTING is set on the arrow it will bounce off everything |
714 |
that is not alive and blocks it's movement. |
715 |
|
716 |
When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying> |
717 |
fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of |
718 |
the object, to restore them once the arrow has been stopped. |
719 |
|
720 |
=over 4 |
721 |
|
722 |
=item I<dam> <number> |
723 |
|
724 |
The amount of damage that is being done to the victim that gets hit. |
725 |
This field is recomputed when the arrow is fired and will consist |
726 |
of the sum of a damage bonus (see description of the B<BOW> type), |
727 |
the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field |
728 |
and the arrows I<magic> field. |
729 |
|
730 |
=item I<wc> <number> |
731 |
|
732 |
The weapon class of the arrow, which has effect on the probability of hitting. |
733 |
|
734 |
It is recomputed when the arrow is being fired by this formula: |
735 |
|
736 |
wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) |
737 |
- dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod |
738 |
|
739 |
When the arrow is not being shot by an player dex_bonus and thaco_bonus and the |
740 |
level is not added. |
741 |
|
742 |
wc_mod is dependend on the fire mode of the bow. For a more detailed |
743 |
explanation of dex_bonus, thaco_bonus and wc_mod please consult the code. |
744 |
|
745 |
=item I<magic> <number> |
746 |
|
747 |
This field is added to the damage of the arrow when it is shot and |
748 |
will also improve it's I<speed> by 1/5 of it's value. |
749 |
|
750 |
=item I<attacktype> <attacktype> |
751 |
|
752 |
Bitfield which decides the attacktype of the damage, see include/attackinc.h |
753 |
On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>. |
754 |
|
755 |
=item I<level> <number> (interally used) |
756 |
|
757 |
The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE, |
758 |
see above in the B<ARROW> description. |
759 |
|
760 |
The I<level> is set when the arrow is fired to either the skill level or the |
761 |
shooters level. |
762 |
|
763 |
=item I<speed> <number> (internal) |
764 |
|
765 |
This field shouldn't be set directly in the archetype, the arrow will get it's |
766 |
I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the |
767 |
arrow will be stopped immediatly. |
768 |
|
769 |
On fireing the I<speed> of the arrow is computed of 1/5 of the |
770 |
sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7 |
771 |
of the bows I<dam> field is added to the I<speed> of the arrow. |
772 |
|
773 |
The minimum I<speed> of an arrow is 1.0. |
774 |
|
775 |
While flying the arrows I<speed> is decreased by 0.05 each time it's moved. |
776 |
|
777 |
If the I<speed> is above 10.0 it goes straight through the creature it hits and |
778 |
its I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is |
779 |
stopped and either stuck into the victim (see I<weight> field description) or |
780 |
put on its map square (if it didn't break, see description of the I<food> field). |
781 |
|
782 |
=item I<weight> <number> |
783 |
|
784 |
This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg) |
785 |
the arrow will stick in the victim it hits. Otherwise it will fall to the ground. |
786 |
|
787 |
=item I<food> <number> |
788 |
|
789 |
The breaking percentage. 100 (%) means: breaks on usage for sure. |
790 |
|
791 |
=item I<inventory> (internal) |
792 |
|
793 |
If the flying/moving object has something in it's inventory and it stops, it |
794 |
will be replaced with it's inventory. Otherwise it will be handled as usual, |
795 |
which means: it will be calculated whether the arrow breaks and it will be |
796 |
reset for reuse. |
797 |
|
798 |
=item I<slaying> <string> |
799 |
|
800 |
When the bow that fires this arrow has it's I<slaying> field set it is copied |
801 |
to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains. |
802 |
|
803 |
=item I<move_type> <movetype> (internally used) |
804 |
|
805 |
This field is set when the arrow is shot to MOVE_FLY_LOW. |
806 |
|
807 |
=item I<move_on> <movetype> (internally used) |
808 |
|
809 |
This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK. |
810 |
|
811 |
=item I<race> <string> |
812 |
|
813 |
The I<race> field is a unique key that assigns arrows, bows and quivers. When |
814 |
shooting an arrow the bows I<race> is used to search for arrows (which have the |
815 |
same I<race> as the bow) in the players inventory and will recursively search in |
816 |
the containers (which are applied and have the same I<race> as the bow and the arrow). |
817 |
|
818 |
=back |
819 |
|
820 |
=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s |
821 |
|
822 |
TODO, but take into account B<ARROW> description above! |
823 |
|
824 |
=head3 B<WEAPON> - type 15 - Weapons |
825 |
|
826 |
This type is for general hack and slash weapons like swords, maces |
827 |
and daggers and and .... |
828 |
|
829 |
=over 4 |
830 |
|
831 |
=item I<weapontype> <type id> |
832 |
|
833 |
decides what attackmessages are generated, see include/define.h |
834 |
|
835 |
=item I<attacktype> <bitmask> |
836 |
|
837 |
bitfield which decides the attacktype of the damage, see include/attackinc.h |
838 |
|
839 |
=item I<dam> <number> |
840 |
|
841 |
amount of damage being done with the attacktype |
842 |
|
843 |
=item I<item_power> <level> |
844 |
|
845 |
the itempower of this weapon. |
846 |
|
847 |
=item I<name> |
848 |
|
849 |
the name of the weapon. |
850 |
|
851 |
=item I<level> (internal) |
852 |
|
853 |
The improvement state of the weapon. |
854 |
If this field is greater than 0 the I<name> field starts with the |
855 |
characters name who improved this weapon. |
856 |
|
857 |
=item I<last_eat> (internal) |
858 |
|
859 |
This seems to be the amount of improvements of a weapon, |
860 |
the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): |
861 |
|
862 |
((who->level / 5) + 5) >= op->last_eat |
863 |
|
864 |
=item I<last_sp> |
865 |
|
866 |
the weapon speed (see magic description) |
867 |
|
868 |
=item I<food> <number> |
869 |
|
870 |
addition to food regeneration of the player |
871 |
|
872 |
=item I<hp> <number> |
873 |
|
874 |
addition to health regeneration |
875 |
|
876 |
=item I<sp> <number> |
877 |
|
878 |
addition to mana regeneration |
879 |
|
880 |
=item I<grace> <number> |
881 |
|
882 |
addititon to grace regeneration |
883 |
|
884 |
=item I<gen_sp_armour> <number> |
885 |
|
886 |
the players I<gen_sp_armour> field (which is per default 10) is being added the |
887 |
<number> amount. gen_sp_armour seems to be a factor with which gen_sp in |
888 |
do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of |
889 |
I<gen_sp_armour> limits the amout of regenerated spellpoints. |
890 |
|
891 |
Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
892 |
I<sp> regeneration. |
893 |
|
894 |
=item I<body_BODYSLOT> |
895 |
|
896 |
The part/slot of the body you need to use this weapon, possible values for |
897 |
C<BODYSLOT> should be looked up in common/item.C at body_locations. |
898 |
|
899 |
The value (in the range C<-7..7>) gives the number of those body slots |
900 |
used up by the item (if negative) or the number of body slots this object |
901 |
has (if positive, e.g. for monsters or players). The special value C<0> |
902 |
indicates that this object cannot equip items requiring these body slots. |
903 |
|
904 |
=item I<resist_RESISTANCY> <number> |
905 |
|
906 |
this is the factor with which the difference of the players resistancy and 100% |
907 |
is multiplied, something like this: |
908 |
|
909 |
additional_resistancy = (100 - current_resistancy) * (<number>/100) |
910 |
|
911 |
if <number> is negative it is added to the total vulnerabilities, |
912 |
and later the total resistance is decided by: |
913 |
|
914 |
'total resistance = total protections - total vulnerabilities' |
915 |
|
916 |
see also common/living.C:fix_player. |
917 |
|
918 |
=item I<path_(attuned|repelled|denied)> |
919 |
|
920 |
this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
921 |
for the pathes. |
922 |
|
923 |
=item I<luck> <number> |
924 |
|
925 |
this luck is added to the players I<luck> |
926 |
|
927 |
=item I<move_type> |
928 |
|
929 |
if the weapon has a I<move_type> set the player inherits it's I<move_type> |
930 |
|
931 |
=item I<exp> <number> |
932 |
|
933 |
the added_speed and bonus_speed of the player is raised by <number>/3. |
934 |
if <number> < 0 then the added_speed is decreased by <number> |
935 |
|
936 |
=item I<weight> |
937 |
|
938 |
the weight of the weapon |
939 |
|
940 |
=item I<magic> |
941 |
|
942 |
the I<magic> field affects the amounts of the following fields: |
943 |
|
944 |
- wc : the players wc is adjusted by: player->wc -= (wc + magic) |
945 |
|
946 |
- ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 |
947 |
|
948 |
- dam: the players dam is adjusted by: player->dam += (dam + magic) |
949 |
|
950 |
- weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 |
951 |
(minium is 0) |
952 |
|
953 |
=item I<ac> <number> |
954 |
|
955 |
the amount of ac points the player's I<ac> is decreased when applying this object. |
956 |
|
957 |
=item I<wc> <number> |
958 |
|
959 |
the amount of wc points the player's I<wc> is decreased when applying this object. |
960 |
|
961 |
=back |
962 |
|
963 |
=head4 Player inherits following flags from weapons: |
964 |
|
965 |
FLAG_LIFESAVE |
966 |
FLAG_REFL_SPELL |
967 |
FLAG_REFL_MISSILE |
968 |
FLAG_STEALTH |
969 |
FLAG_XRAYS |
970 |
FLAG_BLIND |
971 |
FLAG_SEE_IN_DARK |
972 |
FLAG_UNDEAD |
973 |
|
974 |
=head3 B<GRIMREAPER> - type 28 - Grimreapers |
975 |
|
976 |
These type are mostly used for monsters, they give the |
977 |
monster the ability to dissapear after 10 hits with AT_DRAIN. |
978 |
|
979 |
=over 4 |
980 |
|
981 |
=item I<value> <number> |
982 |
|
983 |
This field stores the hits the monster did yet. |
984 |
|
985 |
=back |
986 |
|
987 |
=head3 B<CREATOR> - type 42 - Object creators |
988 |
|
989 |
Once a creator is activated by a connection it creates a number of objects |
990 |
(cloned from it's inventory or a new object derived from the archetype |
991 |
named in the other_arch slot). |
992 |
|
993 |
If FLAG_LIVESAFE is set the number of uses is unlimited. |
994 |
|
995 |
=over 4 |
996 |
|
997 |
=item I<hp> <number> |
998 |
|
999 |
If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can |
1000 |
be used. |
1001 |
|
1002 |
=item I<speed> <float> |
1003 |
|
1004 |
If I<speed> is set the creator will create an object periodically, |
1005 |
see I<speed> and I<speed_left> fields in the general object field description |
1006 |
for more details. |
1007 |
|
1008 |
=item I<slaying> <string> |
1009 |
|
1010 |
If set the generated object's name and title will be set to this. |
1011 |
|
1012 |
=item I<other_arch> <string> |
1013 |
|
1014 |
If the inventory of the creator is empty new objects will be derived from the |
1015 |
archetype named by <string>. |
1016 |
|
1017 |
=item I<connected> <identifier> |
1018 |
|
1019 |
See generic object field description. |
1020 |
|
1021 |
=back |
1022 |
|
1023 |
=head3 B<SKILL> - type 43 - Skills |
1024 |
|
1025 |
This type is basically for representing skills in the game. |
1026 |
|
1027 |
=over 4 |
1028 |
|
1029 |
=item I<subtype> <skill number> |
1030 |
|
1031 |
=item I<skill> <string> |
1032 |
|
1033 |
The skill identifier used by other items, usually the skill name |
1034 |
|
1035 |
=item I<level> <percentage> |
1036 |
|
1037 |
not used? |
1038 |
|
1039 |
=item I<exp> <number> |
1040 |
|
1041 |
Base amount of experience in a skill, for skills not starting at zero. |
1042 |
|
1043 |
=item I<expmul> <float> |
1044 |
|
1045 |
Experience is multiplied by this factor. |
1046 |
|
1047 |
=back |
1048 |
|
1049 |
=head3 B<DRINK> - type 54 - Drinkable stuff |
1050 |
|
1051 |
See B<FOOD> description. |
1052 |
|
1053 |
=head3 B<CHECK_INV> - type 64 - Inventory checkers |
1054 |
|
1055 |
This object checks whether the player has a specific item in his |
1056 |
inventory when he moves above the inventory checker. If the player has |
1057 |
the item (or not, which can be controlled with a flag) a connection will be triggered. |
1058 |
|
1059 |
If you set I<move_block> you can deny players and monsters to reach the space where |
1060 |
the inventory checker is on, see I<move_block> description below. |
1061 |
|
1062 |
The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated. |
1063 |
So matching one of those conditions is enough. |
1064 |
|
1065 |
=over 4 |
1066 |
|
1067 |
=item I<move_block> <move type bitmask> |
1068 |
|
1069 |
If you set this field to block a movetype the move code will block any moves |
1070 |
onto the space with the inventory checker, IF the moving object doesn't have |
1071 |
(or has - if I<last_sp> = 0) the item that the checker is searching for. |
1072 |
|
1073 |
=item I<last_sp> (0|1) |
1074 |
|
1075 |
If I<last_sp> is 1 'having' the item that is being checked for will |
1076 |
activate the connection or make the space with the checker non-blocking. |
1077 |
If I<last_sp> is 0 'not having' the item will activate the connection |
1078 |
or make the space with the checker non-blocking. |
1079 |
|
1080 |
=item I<last_heal> (0|1) |
1081 |
|
1082 |
If I<last_heal> is 1 the matching item will be removed if the inventory checker |
1083 |
activates a connection and finds the item in the inventory. |
1084 |
|
1085 |
(A inventory checker that blocks a space won't remove anything from inventories) |
1086 |
|
1087 |
=item I<hp> <number> |
1088 |
|
1089 |
If this field is not 0 the inventory checker will search for an object |
1090 |
with the type id <number>. |
1091 |
|
1092 |
=item I<slaying> <string> |
1093 |
|
1094 |
If this field is set the inventory checker will search for an object that |
1095 |
has the same string in the I<slaying> field (for example a key string of a key). |
1096 |
|
1097 |
=item I<race> <string> |
1098 |
|
1099 |
If this field is set the inventory checker will search for an object which |
1100 |
has the archetype name that matches <string>. |
1101 |
|
1102 |
=item I<connected> <identifier> |
1103 |
|
1104 |
This is the connection that will be activated. The connection is |
1105 |
'pushed' when someone enters the space with the inventory checker, |
1106 |
and it is 'released' when he leaves it. |
1107 |
|
1108 |
See also the description of the I<connected> field in the generic object |
1109 |
field section. |
1110 |
|
1111 |
=back |
1112 |
|
1113 |
=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters |
1114 |
|
1115 |
speed == 0 for triggered mood changes, speed != 0 for non-triggered mood |
1116 |
changes. |
1117 |
|
1118 |
(based on value that last_sp takes): |
1119 |
0: 'furious' Makes all monsters aggressive |
1120 |
1: 'angry' As above but pets are unaffected |
1121 |
2: 'calm' Makes all monsters unaggressive |
1122 |
3: 'sleep' Puts all monsters to sleep |
1123 |
4: 'charm' Makes monster into a pet of person |
1124 |
who triggers the square. This setting |
1125 |
is not enabled for continous operation |
1126 |
5: 'destroy mons' destroy any monsters on this space |
1127 |
6: 'destroy pets' destroy friendly monsters on this space |
1128 |
|
1129 |
=head3 B<FLESH> - type 72 - Organs and body parts |
1130 |
|
1131 |
See B<FOOD> description. |
1132 |
|
1133 |
=head3 B<MISC_OBJECT> - type 79 - Misc. objects |
1134 |
|
1135 |
A type for any object that has no special behaviour. |
1136 |
|
1137 |
=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators |
1138 |
|
1139 |
This type of objects multiplies objects that are above it when it is activated. |
1140 |
You can even multiply by 0, which will destroy the object. |
1141 |
|
1142 |
=over 4 |
1143 |
|
1144 |
=item I<level> <number> |
1145 |
|
1146 |
The multiplicator, if set to 0 or lower it will destroy the objects above it. |
1147 |
|
1148 |
=item I<other_arch> <string> |
1149 |
|
1150 |
The archetype name of the objects that should be multiplied. |
1151 |
|
1152 |
=item I<connected> <identifier> |
1153 |
|
1154 |
See generic object field description. |
1155 |
|
1156 |
=back |
1157 |
|
1158 |
=head3 B<HOLE> - type 94 - Holes |
1159 |
|
1160 |
B<HOLE>s are holes in the ground where objects can fall through. When the hole |
1161 |
opens and/or is completly open all objects above it fall through (more |
1162 |
precisely: if their head is above the hole). |
1163 |
|
1164 |
When the B<HOLE> is activated it's speed is set to 0.5. |
1165 |
|
1166 |
These holes can only transfer the one who falls through to other coordinates |
1167 |
on the same map. |
1168 |
|
1169 |
=over 4 |
1170 |
|
1171 |
=item I<maxsp> (0|1) |
1172 |
|
1173 |
This field negates the state of the connection: When maxsp is 1 the pit will |
1174 |
open/close when the connection is deactivated. Otherwise it will open/close |
1175 |
when the connection is activated. This field only has effect when the |
1176 |
connection is triggered. So if you put a closed hole on a map, and the |
1177 |
connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the |
1178 |
connection was triggered once. |
1179 |
|
1180 |
=item I<connected> <identifier> |
1181 |
|
1182 |
This is the connection id, which lets the hole opening or closing when |
1183 |
activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
1184 |
at which connection state the object is activated. |
1185 |
|
1186 |
For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
1187 |
the connection is released. |
1188 |
|
1189 |
=item I<wc> <number> (internal) |
1190 |
|
1191 |
This is an internal field. If it is greater than 0 it means that the hole is not |
1192 |
yet fully open. More preciesly: this field is the animation-step and if it is |
1193 |
set to the 'closed' step of the animation the hole is closed and if it is on |
1194 |
the 'open' animation step (I<wc> = 0), the hole is open. |
1195 |
|
1196 |
=item I<sp> <number> |
1197 |
|
1198 |
The destination y coordinates on the same map. |
1199 |
|
1200 |
=item I<hp> <number> |
1201 |
|
1202 |
The destination x coordinates on the same map. |
1203 |
|
1204 |
=back |
1205 |
|
1206 |
=head3 B<POISONING> - type 105 - The poisoning of players and monsters |
1207 |
|
1208 |
This type is doing the actual damage to the ones who were attacked |
1209 |
via AT_POISON (or drank B<POISON>). |
1210 |
|
1211 |
The duration is handled via the FLAG_IS_USED_UP mechanism (please look |
1212 |
there for details). |
1213 |
|
1214 |
=over 4 |
1215 |
|
1216 |
=item I<dam> <number> |
1217 |
|
1218 |
Each time the poisoning is proccessed (which is determined by the I<speed> and |
1219 |
I<speed_left> fields, see the general object fields description above) it hits |
1220 |
the player with <number> damage and the AT_INTERNAL attacktype (means: it will |
1221 |
simply hit the player with no strings attached). |
1222 |
|
1223 |
=item I<food> <number> |
1224 |
|
1225 |
Just a note: The posioning is removed if I<food> == 1 and not if |
1226 |
the whole I<duration> is up, because the B<POISONING> code has to remove |
1227 |
the poison-effects from the player before the FLAG_IS_USED_UP mechanism |
1228 |
deletes the B<POISONING> object. |
1229 |
|
1230 |
=back |
1231 |
|
1232 |
=head3 B<FORCE> - type 114 - Forces |
1233 |
|
1234 |
Forces are a very 'thin' type. They don't have much behaviour other than |
1235 |
disappearing after a time and/or affecting the player if they are in his |
1236 |
inventory. |
1237 |
|
1238 |
Forces only take effect on the player if they have FLAG_APPLIED set. |
1239 |
|
1240 |
Whether the I<duration> field is processed or not per tick is controlled by the |
1241 |
I<speed> and I<speed_left> fields. Look above in the generic object field description. |
1242 |
|
1243 |
NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also |
1244 |
interpreter like described in the description of the FLAG_IS_USED_UP flag. |
1245 |
BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force |
1246 |
will still last for I<duration>. If the FLAG_APPLIED is not set the force is |
1247 |
removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't |
1248 |
have good semantics on forces, try to avoid it. |
1249 |
|
1250 |
=over 4 |
1251 |
|
1252 |
=item I<duration> |
1253 |
|
1254 |
While this field is greater than 0 the force/object is not destroyed. It is |
1255 |
decreased each tick by 1. |
1256 |
|
1257 |
If it reaches 0 the force/object is destroyed. |
1258 |
|
1259 |
This field can have this meaning for B<any> object if that object has |
1260 |
FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
1261 |
what happens then. |
1262 |
|
1263 |
=back |
1264 |
|
1265 |
=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies) |
1266 |
|
1267 |
This object is generated by the B<POTION> code when the potion is a resistance |
1268 |
giving potion. It has mainly the same behaviour as a B<FORCE>. |
1269 |
|
1270 |
The specialty of the potion effect is that the resistancy it gives is absolute, |
1271 |
so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to |
1272 |
fire. |
1273 |
|
1274 |
Multiple potion effects only give you the maximum of their resistancy. |