1 |
=head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION |
2 |
|
3 |
Here is all information about the object types Crossfire+ |
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 archetypes and objects |
13 |
|
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Field denotes an attribute of an archetype. |
15 |
This is an example of an archetype: |
16 |
|
17 |
Object button_trigger |
18 |
name button |
19 |
type 30 |
20 |
face button_sma.111 |
21 |
anim |
22 |
button_sma.111 |
23 |
button_sma.112 |
24 |
mina |
25 |
is_animated 0 |
26 |
exp 30 |
27 |
no_pick 1 |
28 |
walk_on 1 |
29 |
walk_off 1 |
30 |
editable 48 |
31 |
visibility 50 |
32 |
weight 1 |
33 |
end |
34 |
|
35 |
This archetype has the name 'button_trigger' and the objects that |
36 |
inherit from this archetype have the name 'button'. |
37 |
|
38 |
The next field 'type' decides the main behaviour of this archetype. |
39 |
For a comprehensive list of types see include/define.h. For this case |
40 |
you might find a line like: |
41 |
|
42 |
#define TRIGGER_BUTTON 30 |
43 |
|
44 |
The server internally works with objects that 'inherit' attributes from |
45 |
an archetype. They have a similar set of attributes. |
46 |
|
47 |
The following documentation will also document the meaning of code internal |
48 |
attributes of objects. These attributes are marked as '(internal)' and can't |
49 |
or shouldn't be set by an archetype. If the internal names differs the |
50 |
external name (for the archetypes) for the attribute is written behind it. |
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|
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=head2 Description of generic archetype and object attributes |
53 |
|
54 |
These are the fields that most of the objects have and/or their |
55 |
default behaviour. |
56 |
|
57 |
=over 4 |
58 |
|
59 |
=item name <string> |
60 |
|
61 |
The name of the object. |
62 |
|
63 |
=item name_pl <string> |
64 |
|
65 |
The name of a collection of these objects (the plural of the name). |
66 |
|
67 |
=item face <facename> |
68 |
|
69 |
The graphical appearance of this object. |
70 |
|
71 |
=item invisible <number> |
72 |
|
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If the <number> is greater than 0 the object is invisible. |
74 |
For players this field reflects the duration of the invisibility |
75 |
and is decreased every tick by 1. |
76 |
|
77 |
For non-player objects this field is not changed by server ticks. |
78 |
|
79 |
=item speed <number> |
80 |
|
81 |
If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed |
82 |
on the active object list and will be processed each tick (see also speed_left!). |
83 |
|
84 |
If the speed field drops below the MIN_ACTIVE_SPEED the object is removed |
85 |
from the active object list and it won't experience any processing per tick. |
86 |
|
87 |
=item speed_left <number> |
88 |
|
89 |
If this field is greater than 0 and the object is on the |
90 |
active list (mostly means it's speed is also greater than 0): |
91 |
|
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- speed_left is decreased by 1 |
93 |
- and this object is processed and experiences a server tick. |
94 |
|
95 |
If the object is on the active list and speed_left is lower or |
96 |
equal to 0 the absolute value of the speed field is added to speed_left |
97 |
on the end of the tick. |
98 |
|
99 |
This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) |
100 |
the more seldom the object is processed. And the higher the speed field is |
101 |
the more often the object is processed. |
102 |
|
103 |
=item no_drop (0|1) |
104 |
|
105 |
Sets the flag FLAG_NO_DROP. |
106 |
See Flags section below. |
107 |
|
108 |
=item applied (0|1) |
109 |
|
110 |
Sets the flag FLAG_APPLIED. |
111 |
See Flags section below. |
112 |
|
113 |
=item is_used_up (0|1) |
114 |
|
115 |
Sets the flag FLAG_IS_USED_UP. |
116 |
See Flags section below. |
117 |
|
118 |
=item auto_apply (0|1) |
119 |
|
120 |
Sets the flag FLAG_AUTO_APPLY. |
121 |
See Flags section below. |
122 |
|
123 |
=item no_steal (0|1) |
124 |
|
125 |
Sets the flag FLAG_NO_STEAL. |
126 |
See Flags section below. |
127 |
|
128 |
=item no_skill_ident (0|1) |
129 |
|
130 |
Sets the flag FLAG_NO_SKILL_IDENT. |
131 |
See Flags section below. |
132 |
|
133 |
=item activate_on_push (0|1) (default: 1) |
134 |
|
135 |
Sets the flag FLAG_ACTIVATE_ON_PUSH. |
136 |
See Flags section below. |
137 |
|
138 |
=item activate_on_release (0|1) (default: 1) |
139 |
|
140 |
Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
141 |
See Flags section below. |
142 |
|
143 |
=item editable (more than deprecated) |
144 |
|
145 |
This field had a special meaning for crossedit, which used parts |
146 |
of the server code for editing. Wherever you see this attribute being |
147 |
set in an archetype ignore it and/or remove it. No code interprets this |
148 |
field anymore. |
149 |
|
150 |
=back |
151 |
|
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=head3 Flags |
153 |
|
154 |
Here are the effects of the flags described. |
155 |
|
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=over 4 |
157 |
|
158 |
=item FLAG_NO_DROP |
159 |
|
160 |
An object can't be picked up and dropped. |
161 |
|
162 |
=item FLAG_APPLIED |
163 |
|
164 |
This flag mostly states whether this object has been 'applied' by the player. |
165 |
For objects that are applied by the code or have this flag set in the archetype |
166 |
it mostly means 'this object is active'. |
167 |
|
168 |
For example the player adjustments of the hp/sp/grace fields and inheritance |
169 |
of flags from objects in his inventory is toggled by this flag. |
170 |
|
171 |
=item FLAG_IS_USED_UP |
172 |
|
173 |
This flag controls whether an object is 'used up'. If it is set the 'food' field |
174 |
of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha |
175 |
it is removed. |
176 |
|
177 |
If also the flag FLAG_APPLIED is set, the 'duration' field controls whether |
178 |
this object is removed or not, see the Force type below for the meaning |
179 |
of the duration field in this context. |
180 |
|
181 |
If FLAG_APPLIED is not set the object is destroyed. |
182 |
|
183 |
=item FLAG_IS_A_TEMPLATE (internal use) |
184 |
|
185 |
This flag is set on the inventory of generators like CREATORs and CONVERTERs, |
186 |
or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
187 |
|
188 |
=item FLAG_AUTO_APPLY |
189 |
|
190 |
This flag has currently only meaning for the TREASURE type, see below. |
191 |
|
192 |
=item FLAG_ACTIVATE_ON_PUSH |
193 |
|
194 |
This flag has only meaning for objects that can be linked together |
195 |
with the 'connected' field and controls wether the object should |
196 |
be activated when the connection is 'pushed' or it is 'released'. |
197 |
|
198 |
This flag is by default on. |
199 |
|
200 |
=item FLAG_ACTIVATE_ON_RELEASE |
201 |
|
202 |
This flag has only meaning for objects that can be linked together |
203 |
with the 'connected' field and controls wether the object should |
204 |
be activated when the connection is 'pushed' or it is 'released'. |
205 |
|
206 |
This flag is by default on. |
207 |
|
208 |
=item FLAG_NO_STEAL |
209 |
|
210 |
When this flag is set this object can't be stolen. The flag will be |
211 |
resetted once the object is placed on a map. |
212 |
|
213 |
When this flag is set on a monster it can defent attempts of stealing |
214 |
(but in this context the flag is only used internally). |
215 |
|
216 |
=item FLAG_NO_SKILL_IDENT |
217 |
|
218 |
This flag is mostly used internal and prevents unidentified objects |
219 |
(objects which don't have FLAG_IDENTIFIED set) being identified by |
220 |
skills. |
221 |
|
222 |
This flag is used to mark objects to never being identified by a skill |
223 |
once a player failed to identify an object. So that multiple tries |
224 |
of identifying aren't more effective than one. |
225 |
|
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=back |
227 |
|
228 |
=head2 Description of type specific attributes |
229 |
|
230 |
The beginning of the headers of the following subsection |
231 |
are the server internal names for the objects types, see include/define.h. |
232 |
|
233 |
=head3 TRANSPORT - type 2 - Player transports |
234 |
|
235 |
This type is implemented by the transport extension and has currently no special |
236 |
attributes that affect it. |
237 |
|
238 |
=head3 ROD - type 3 - Rods that fire spells |
239 |
|
240 |
Rods contain spells and can be fired by a player. |
241 |
|
242 |
=over 4 |
243 |
|
244 |
=item level <number> |
245 |
|
246 |
This attribute is used for calculating the spell level that can be fired |
247 |
with this rod, it's also the maximum level of the spell that can be fired. |
248 |
The level of the spell that is being fired depends mostly on |
249 |
the 'use magic item' skill level of the player and 1/10 of the level of the |
250 |
rod is added as bonus. |
251 |
|
252 |
=item hp <number> |
253 |
|
254 |
The amount of spellpoints this rod has left. |
255 |
|
256 |
=item maxhp <number> |
257 |
|
258 |
The maximum amount of spellpoints this rod has. |
259 |
|
260 |
=item skill <skill name> |
261 |
|
262 |
This field determines which skill you need to apply this object. |
263 |
|
264 |
=back |
265 |
|
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=head3 TREASURE - type 4 - Treasures |
267 |
|
268 |
This type of objects are for random treasure generation in maps. |
269 |
If this object is applied by a player it will replace itself with it's |
270 |
inventory. If it is automatically applied |
271 |
generate a treasure and replace itself with the generated treasure. |
272 |
|
273 |
Chests are also of this type, their treasures are generated by |
274 |
the auto apply code on map instantiation. |
275 |
|
276 |
=over 4 |
277 |
|
278 |
=item hp <number> |
279 |
|
280 |
The number of treasures to generate. |
281 |
|
282 |
=item exp <level> |
283 |
|
284 |
If FLAG_AUTO_APPLY is not set the exp field has no further meaning |
285 |
and the difficulty for the treasurecode only depends on the maps difficulty, |
286 |
otherwise the exp field has the following meaning: |
287 |
|
288 |
If this field is not 0 it is passed as the difficulty |
289 |
to the treasure generation code to determine how good, how much |
290 |
worth a treasure is or what bonuses it is given by the treasure code. |
291 |
|
292 |
If this field is not set or 0 the difficulty of the map is passed to the treasure |
293 |
generation code. |
294 |
|
295 |
=item randomitems <treasurelist> |
296 |
|
297 |
The treasurelist to use to generate the treasure which is put in the |
298 |
treasure objects inventory. |
299 |
|
300 |
=back |
301 |
|
302 |
=head3 POTION - type 5 - Potions for drinking and other nastynesses |
303 |
|
304 |
These objects contain a spell and will emit it on apply, which most |
305 |
of the time has the meaning of 'drinking'. |
306 |
|
307 |
If no resistancy field, stat field or attacktype is set and no spell |
308 |
is put in the potion by the sp field or the randomitems the |
309 |
potion will become an artifact and the artifact code decides which kind |
310 |
of potion will be generated. |
311 |
|
312 |
If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion |
313 |
will yield an explosion and hurt the player. |
314 |
|
315 |
=over 4 |
316 |
|
317 |
=item Str, Dex, Con, Int, Wis, Cha, Pow <number> |
318 |
|
319 |
These stat fields determine how many stat points the player gets |
320 |
when he applies this potion. |
321 |
|
322 |
If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. |
323 |
|
324 |
=item sp <number> |
325 |
|
326 |
If this field is set and the randomitems field is not set |
327 |
the field is interpreted as spell number, please look the right |
328 |
number up in common/loader.C. |
329 |
|
330 |
If this field is set the randomitems field will be unset by the |
331 |
map loading code. |
332 |
|
333 |
=item attacktype <attacktype> |
334 |
|
335 |
This field has some special meaning in potions, currently the |
336 |
bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
337 |
restoration potion or improvement potion. |
338 |
See include/attackinc.h for the bits of these types. |
339 |
|
340 |
If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION |
341 |
will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED |
342 |
set the player will be drained a random stat by inserting an ARCH_DEPLETION |
343 |
into him. |
344 |
|
345 |
If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. |
346 |
When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. |
347 |
|
348 |
=item resist_<resistancy> <number> |
349 |
|
350 |
If this stat is set and no spell is in the potion the potion |
351 |
will create a force that give the player this specific resistancy. |
352 |
The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) |
353 |
and the potion will last 10 times longer than the default force archetype |
354 |
FORCE_NAME (at the moment of this writing spell/force.arc). |
355 |
|
356 |
=item randomitems <treasurelist> |
357 |
|
358 |
The inventory/spell of the potion will be created by calling the treasure code |
359 |
with the treasurelist specified here. (I guess it's highly undefined what |
360 |
happens if there is not a spell in the potions inventory). |
361 |
|
362 |
=item on_use_yield <archetype> |
363 |
|
364 |
When this object is applied an instance of <archetype> will be created. |
365 |
|
366 |
=item subtypes <potion subtype> |
367 |
|
368 |
see include/spells.h for possible potion subtypes, there are currently 4: |
369 |
|
370 |
=over 4 |
371 |
|
372 |
=item POT_SPELL |
373 |
|
374 |
Unused, default behaiour of a potion. |
375 |
|
376 |
=item POT_DUST |
377 |
|
378 |
This potion can be thrown to cast the spell that it has in it's inventory, |
379 |
the behaviour is not defined if there is not a spell in the inventory and the |
380 |
server will log an error. |
381 |
|
382 |
=item POT_FIGURINE |
383 |
|
384 |
Unused, default behaiour of a potion. |
385 |
|
386 |
=item POT_BALM |
387 |
|
388 |
Unused, default behaiour of a potion. |
389 |
|
390 |
=back |
391 |
|
392 |
=back |
393 |
|
394 |
=head3 FOOD - type 6 - Eatable stuff |
395 |
|
396 |
This is for objects that are representing general eatables like |
397 |
beef or bread. |
398 |
|
399 |
The main difference between FOOD, FLESH and DRINK is that they |
400 |
give different messages. |
401 |
|
402 |
The specialty of FLESH is that it inherits the resistancies of the |
403 |
monsters it was generated in and will let dragons raise their resistancies |
404 |
with that. If the monster has the POISON attacktype the FLESH |
405 |
will change into POISON. |
406 |
|
407 |
If a player runs low on food he will grab for FOOD, DRINK and POISON |
408 |
and if he doesn't find any of that he will start eating FLESH. |
409 |
|
410 |
=over 4 |
411 |
|
412 |
=item title <string> |
413 |
|
414 |
If the food has a title or is cursed it is considered 'special', which means that the |
415 |
fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp |
416 |
are interpreted and have further effects on the player. |
417 |
|
418 |
The higher the food field is the longer the improvement of the player lasts |
419 |
(except for hp and sp). |
420 |
|
421 |
=item food <number> |
422 |
|
423 |
This is the amount of food points the player gets when he eats this. |
424 |
|
425 |
=item on_use_yield <archetype> |
426 |
|
427 |
When this object is applied an instance of <archetype> will be created. |
428 |
|
429 |
=back |
430 |
|
431 |
=head3 POISON - type 7 - Poisonous stuff |
432 |
|
433 |
This type is for objects that can poison the player when drinking. |
434 |
When applied it will hit the attacked with AT_POISON and will create |
435 |
a POISONING object in the one who was hit. |
436 |
|
437 |
=over 4 |
438 |
|
439 |
=item level <number> |
440 |
|
441 |
This field affects the propability of poisoning. The higher the level difference |
442 |
between the one who is hit and the poision the mose propable it is the attacked |
443 |
one will be poisoned. |
444 |
|
445 |
=item slaying <race> |
446 |
|
447 |
On poison this field has the usual meaning of 'slaying', when the |
448 |
ones race matches the slaying field the damage done by the poison |
449 |
is multiplied by 3. |
450 |
|
451 |
=item hp <number> |
452 |
|
453 |
This is the amount of damage the player will receive from applying this. The |
454 |
attacktype AT_POISON will be used to hit the player and the damage will |
455 |
determine the strenght, duration and depletion of stats of the poisoning. The |
456 |
created POISONING object which is being placed in the one who was attacked will |
457 |
get the damage from this field (which is maybe adjusted by slaying or the |
458 |
resistancies). |
459 |
|
460 |
=item food <number> |
461 |
|
462 |
1/4 of <number> will be drained from the players food. |
463 |
|
464 |
=item on_use_yield <archetype> |
465 |
|
466 |
When this object is applied an instance of <archetype> will be created. |
467 |
|
468 |
=back |
469 |
|
470 |
=head3 BOOK - type 8 - Readable books |
471 |
|
472 |
This type is basically for representing text books in the game. |
473 |
|
474 |
Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). |
475 |
|
476 |
=over 4 |
477 |
|
478 |
=item msg <text> |
479 |
|
480 |
This is the contents of the book. When this field is unset |
481 |
at treasure generation a random text will be inserted. |
482 |
|
483 |
=item skill <skill name> |
484 |
|
485 |
The skill required to read this book. (The most resonable |
486 |
skill would be literacy). |
487 |
|
488 |
=item exp <number> |
489 |
|
490 |
The experience points the player get for reading this book. |
491 |
|
492 |
=item subtype <readable subtype> |
493 |
|
494 |
This field determines the type of the readable. |
495 |
Please see common/readable.C in the readable_message_types table. |
496 |
|
497 |
=back |
498 |
|
499 |
=head3 WEAPON - type 15 - Weapons |
500 |
|
501 |
This type is for general hack and slash weapons like swords, maces |
502 |
and daggers and and .... |
503 |
|
504 |
=over 4 |
505 |
|
506 |
=item weapontype <type id> |
507 |
|
508 |
decides what attackmessages are generated, see include/define.h |
509 |
|
510 |
=item attacktype <bitmask> |
511 |
|
512 |
bitfield which decides the attacktype of the damage, see include/attackinc.h |
513 |
|
514 |
=item dam <number> |
515 |
|
516 |
amount of damage being done with the attacktype |
517 |
|
518 |
=item item_power <level> |
519 |
|
520 |
the itempower of this weapon. |
521 |
|
522 |
=item name |
523 |
|
524 |
the name of the weapon. |
525 |
|
526 |
=item level (internal) |
527 |
|
528 |
The improvement state of the weapon. |
529 |
If this field is greater than 0 the 'name' field starts with the |
530 |
characters name who improved this weapon. |
531 |
|
532 |
=item last_eat (internal) |
533 |
|
534 |
seems to be the amount of improvements of a weapon, |
535 |
the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): |
536 |
|
537 |
((who->level / 5) + 5) >= op->last_eat |
538 |
|
539 |
=item last_sp |
540 |
|
541 |
the weapon speed (see magic description) |
542 |
|
543 |
=item food <number> |
544 |
|
545 |
addition to food regeneration of the player |
546 |
|
547 |
=item hp <number> |
548 |
|
549 |
addition to health regeneration |
550 |
|
551 |
=item sp <number> |
552 |
|
553 |
addition to mana regeneration |
554 |
|
555 |
=item grace <number> |
556 |
|
557 |
addititon to grace regeneration |
558 |
|
559 |
=item gen_sp_armour <number> |
560 |
|
561 |
the players gen_sp_armour field (which is per default 10) is added the <number> amount. |
562 |
gen_sp_armour seems to be a factor with which gen_sp in do_some_living() |
563 |
is multiplied: gen_sp *= 10/<number> |
564 |
meaning: values > 10 of gen_sp_armour limits the amout of regenerated |
565 |
spellpoints. |
566 |
|
567 |
generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
568 |
sp regeneration. |
569 |
|
570 |
=item body_<body slot/part> |
571 |
|
572 |
the part of the body you need to use this weapon, possible values should be |
573 |
looked up in common/item.C at body_locations. |
574 |
|
575 |
=item resist_<resistnacy> <number> |
576 |
|
577 |
this is the factor with which the difference of the players resistancy and 100% |
578 |
is multiplied, something like this: |
579 |
|
580 |
additional_resistancy = (100 - current_resistanct) * (<number>/100) |
581 |
|
582 |
if <number> is negative it is added to the total vulnerabilities, |
583 |
and later the total resistance is decided by: |
584 |
|
585 |
'total resistance = total protections - total vulnerabilities' |
586 |
|
587 |
see also common/living.C:fix_player |
588 |
|
589 |
=item patch_(attuned|repelled|denied) |
590 |
|
591 |
this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
592 |
for the pathes. |
593 |
|
594 |
=item luck <number> |
595 |
|
596 |
this luck is added to the players luck |
597 |
|
598 |
=item move_type |
599 |
|
600 |
if the weapon has a move_type set the player inherits it's move_type |
601 |
|
602 |
=item exp <number> |
603 |
|
604 |
the added_speed and bonus_speed of the player is raised by <number>/3. |
605 |
if <number> < 0 then the added_speed is decreased by <number> |
606 |
|
607 |
=item weight |
608 |
|
609 |
the weight of the weapon |
610 |
|
611 |
=item magic |
612 |
|
613 |
the magic field affects the amounts of the following fields: |
614 |
|
615 |
- wc : the players wc is adjusted by: player->wc -= (wc + magic) |
616 |
|
617 |
- ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 |
618 |
|
619 |
- dam: the players dam is adjusted by: player->dam += (dam + magic) |
620 |
|
621 |
- weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 |
622 |
(minium is 0) |
623 |
|
624 |
=item ac <number> |
625 |
|
626 |
the amount of ac points the player's ac is decreased |
627 |
|
628 |
=item wc <number> |
629 |
|
630 |
the amount of wc points the player's wc is decreased |
631 |
|
632 |
=back |
633 |
|
634 |
=head4 Player inherits following flags from weapons: |
635 |
|
636 |
FLAG_LIFESAVE |
637 |
FLAG_REFL_SPELL |
638 |
FLAG_REFL_MISSILE |
639 |
FLAG_STEALTH |
640 |
FLAG_XRAYS |
641 |
FLAG_BLIND |
642 |
FLAG_SEE_IN_DARK |
643 |
FLAG_UNDEAD |
644 |
|
645 |
=head3 DRINK - type 54 - Drinkable stuff |
646 |
|
647 |
See FOOD description. |
648 |
|
649 |
=head3 CHECK_INV - type 64 - Inventory checkers |
650 |
|
651 |
This object checks whether the player has a specific item in his |
652 |
inventory when he moves above the inventory checker. If the player has |
653 |
the item (or not, which can be controlled with a flag) a connection will be triggered. |
654 |
|
655 |
If you set move_block you can deny players and monsters to reach the space where |
656 |
the inventory checker is on, see 'move_block' description below. |
657 |
|
658 |
The conditions specified by hp, slaying and race are concationated with OR. |
659 |
So matching one of those conditions is enough. |
660 |
|
661 |
=over 4 |
662 |
|
663 |
=item move_block <move type bitmask> |
664 |
|
665 |
If you set this field to block a movetype the move code will block any moves |
666 |
onto the space with the inventory checker, IF the moving object doesn't have |
667 |
(or has - if last_sp = 0) the item that the checker is searching for. |
668 |
|
669 |
=item last_sp (0|1) |
670 |
|
671 |
If last_sp is 1 'having' the item that is being checked for will |
672 |
activate the connection or make the space with the checker non-blocking. |
673 |
If last_sp is 0 'not having' the item will activate the connection |
674 |
or make the space with the checker non-blocking. |
675 |
|
676 |
=item last_heal (0|1) |
677 |
|
678 |
If last_heal is 1 the matching item will be removed if the inventory checker |
679 |
activates a connection and finds the item in the inventory. |
680 |
|
681 |
(A inventory checker that blocks a space won't remove anything from inventories) |
682 |
|
683 |
=item hp <number> |
684 |
|
685 |
If this field is not 0 the inventory checker will search for an object |
686 |
with the type id <number>. |
687 |
|
688 |
=item slaying <string> |
689 |
|
690 |
If this field is set the inventory checker will search for an object that |
691 |
has the same string in the slaying field (for example a key string of a key). |
692 |
|
693 |
=item race <string> |
694 |
|
695 |
If this field is set the inventory checker will search for an object which |
696 |
has the archetype name that matches <string>. |
697 |
|
698 |
=item connected <connection id> |
699 |
|
700 |
This is the connection that will be activated. |
701 |
|
702 |
=back |
703 |
|
704 |
=head3 FLESH - type 72 - Organs and body parts |
705 |
|
706 |
See FOOD description. |
707 |
|
708 |
=head3 HOLE - type 94 - Holes |
709 |
|
710 |
Holes are holes in the ground where objects can fall through. When the hole |
711 |
opens and/or is completly open all objects above it fall through (more |
712 |
precisely: if their head is above the hole). |
713 |
|
714 |
Trapdoors can only transfer the one who falls through to other coordinates |
715 |
on the B<same> map. |
716 |
|
717 |
=over 4 |
718 |
|
719 |
=item maxsp (0|1) |
720 |
|
721 |
This field negates the state of the connection: When maxsp is 1 the pit will |
722 |
open/close when the connection is deactivated. Otherwise it will open/close |
723 |
when the connection is activated. This field only has effect when the |
724 |
connection is triggered. So if you put a closed hole on a map, and the |
725 |
connection is deactivated, and maxsp is 1 the hole will remain closed until the |
726 |
connection was triggered once. |
727 |
|
728 |
=item connected <connection id> |
729 |
|
730 |
This is the connection id, which lets the hole opening or closing when |
731 |
activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
732 |
at which connection state the object is activated. |
733 |
|
734 |
For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
735 |
the connection is released. |
736 |
|
737 |
=item wc <number> (internal) |
738 |
|
739 |
This is an internal flag. If it is greater than 0 it means that the hole is not |
740 |
yet fully open. More preciesly: this field is the animation-step and if it is |
741 |
set to the 'closed' step of the animation the hole is closed and if it is on |
742 |
the 'open' animation step (wc = 0), the hole is open. |
743 |
|
744 |
=item sp <number> |
745 |
|
746 |
The destination y coordinates on the same map. |
747 |
|
748 |
=item hp <number> |
749 |
|
750 |
The destination x coordinates on the same map. |
751 |
|
752 |
=back |
753 |
|
754 |
=head3 POISONING - type 105 - The poisoning of players and monsters |
755 |
|
756 |
This type is doing the actual damage to the ones who were attacked |
757 |
via AT_POISON (or drank POISON). |
758 |
|
759 |
The duration is handled via the FLAG_IS_USED_UP mechanism (please look |
760 |
there for details). |
761 |
|
762 |
=over 4 |
763 |
|
764 |
=item dam <number> |
765 |
|
766 |
Each time the poisoning is processed (which is determined by the speed and speed_left |
767 |
fields, see the general object attributes above) it hits the player with |
768 |
<number> damage and the AT_INTERNAL attacktype (means: it will simply |
769 |
hit the player with no strings attached). |
770 |
|
771 |
=item food <number> |
772 |
|
773 |
Just a note: The posion is removed when food == 1 and not when |
774 |
the whole duration is up, because the POISONING code has to remove |
775 |
the poison-effects from the player before the FLAG_IS_USED_UP mechanism |
776 |
deletes the POISONING object. |
777 |
|
778 |
=back |
779 |
|
780 |
=head3 FORCE - type 114 - Forces |
781 |
|
782 |
Forces are a very 'thin' type. They don't have much behaviour other than |
783 |
disappearing after a time and/or affecting the player if they are in his |
784 |
inventory. |
785 |
|
786 |
Forces only take effect on the player if they have set FLAG_APPLIED. |
787 |
|
788 |
Whether the duration field is processed or not a tick is controlled via the |
789 |
speed and speed_left field. Look above at the generic description of these |
790 |
fields. |
791 |
|
792 |
NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field |
793 |
like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches |
794 |
0 before duration and FLAG_APPLIED is set, the force will last for 'duration'. |
795 |
If the FLAG_APPLIED is not set the force is removed when food reaches 0. |
796 |
Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. |
797 |
|
798 |
=over 4 |
799 |
|
800 |
=item duration |
801 |
|
802 |
While this field is greater than 0 the force/object is not destroyed. It is |
803 |
decreased each tick by 1. |
804 |
|
805 |
If it reaches 0 the force/object is destroyed. |
806 |
|
807 |
This field can have this meaning for B<any> object if that object has |
808 |
FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
809 |
what happens then. |
810 |
|
811 |
=back |
812 |
|
813 |
=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) |
814 |
|
815 |
This object is generated by the POTION code when the potion is a resistance |
816 |
giving potion. It has mainly the same behaviour as a FORCE. |
817 |
|
818 |
The specialty of the potion effect is that the resistancy it gives is absolute, |
819 |
so if you drin a resistancy potion of fire+60 you will get 60% resistancy to |
820 |
fire. |
821 |
|
822 |
Multiple potion effects only give you the maximum of their resistancy. |