Detailed Description
Type Defines
Only add new values to this list if somewhere in the program code, it is actually needed. Just because you add a new monster does not mean it has to have a type defined here. That only needs to happen if in some .c file, it needs to do certain special actions based on the monster type, that can not be handled by any of the numerous flags.
Also, if you add new entries, try and fill up the holes in this list.
Type 0 will be undefined and show a non valid type information.
Currently unused types to fill: 63, 67, 76, 97, 108, 128, 129, 131, 132, 133, 134, 135, 136, 137, 140, 142, 143, 144, 145, 146, 147, 148, 149, 150, 155, 151, 141, 107, 89, 61, 57, 45, 28, 46, 24.
Define Documentation
| #define ARMOUR_IMPROVER 123 |
Armour improver scroll.
Definition at line 496 of file define.h.
This object holds the real base stats of monsters.
Definition at line 432 of file define.h.
Blindness force object.
Definition at line 288 of file define.h.
A fired spell bullet.
Definition at line 161 of file define.h.
Object for applying character class modifications to someone.
Definition at line 258 of file define.h.
| #define CLIENT_MAP_INFO 155 |
Client map information.
Definition at line 533 of file define.h.
Clock. Shows the in-game time.
See Clock
Definition at line 182 of file define.h.
Id for close_container archetype.
Definition at line 490 of file define.h.
Confusion force.
Definition at line 212 of file define.h.
Object fields and flags used by this type.
| Field/Flag | Explanation |
| connected | What connection number will trigger the creator. |
| living::hp | How many times it may create before stopping. |
| FLAG_LIFESAVE | If set, it'll never disappear but will go on creating everytime it's triggered. |
| object::other_arch | The object to create on top of the creator. |
Creator object.
See Creator
Definition at line 273 of file define.h.
Players become a DEAD_OBJECT when they logout.
Definition at line 301 of file define.h.
Object fields and flags used by this type.
| Field/Flag | Explanation |
| object::slaying | Name of the thing the detector is to look for. |
| object::speed | Frequency of 'glances'. |
| connected | Connected value of detector. |
| living::sp | 1 if detection sets buttons, -1 if detection unsets buttons. |
Detector is an object which notices the presence of another object and is triggered like buttons.
See Detector
Definition at line 295 of file define.h.
Object fields and flags used by this type.
| Field/Flag | Explanation |
| object::attack | Attack type(s) of the disease, for example, attack_godpower 100. |
| object::other_arch | Object created and dropped when symptom moves. |
| object::title | When the "disease" infects something, it will print "title victim!!!" to the player who owns the "disease". |
| living::wc | The chance of someone in range catching the disease, divided by 127. |
| object::magic | The range at which infection may occur. If negative, the range is NOT level dependent. |
| object::stats | What stats are reduced by the disease (str, con, ...) |
| living::maxhp | How long the disease will persist if the host dies and "drops" it, in "disease moves", i.e., moves of the disease. If negative, permanent. |
| object::value | The counter for maxhp, it starts at maxhp and drops... |
| living::dam | How much damage it does. If positive, it is straight damage. If negative, a percentage. |
| living::maxgrace | How long in "disease moves" the disease lasts in the host, if negative, permanent until cured. |
| living::food | If negative, disease is permanent. Otherwise, decreases at <speed>, disease goes away at food = 0, set to "maxgrace" on infection. |
| object::speed | The speed of the disease, how fast "disease moves" occur. |
| object::last_sp | The lethargy imposed on the player by the disease. A lethargy of "1" reduces the players speed to 1% of its normal value. |
| living::maxsp | How much mana is sapped per "disease move". If negative, a percentage is taken. |
| living::ac | Every "disease move" the severity of the symptoms are increased by ac / 100. (severity = 1 + (accumlated_progression) / 100) |
| object::last_eat | Increases food usage if negative. |
| object::last_heal | If nonzero, disease does NOT grant immunity when it runs out. |
| living::exp | Experience awarded when plague cured. |
| living::hp | Reduces regeneration of disease-bearer. |
| living::sp | Reduces spellpoint regeneration. |
| object::name | Name of the plague. |
| object::msg | What the plague says when it strikes. |
| object::race | Species/race the plague strikes (* = everything). |
| object::level | General description of the plague's deadliness |
| living::wc | Reduction in wc per generation of disease. This builds in a self-limiting factor. |
Disease.
See Disease
Definition at line 542 of file define.h.
Stairs, holes, portals, etc.
See Exit
Definition at line 337 of file define.h.
An experience object.
Definition at line 279 of file define.h.
A generic force object.
Definition at line 469 of file define.h.
Objects that appear on place of player's death.
Definition at line 261 of file define.h.
| #define IDENTIFY_ALTAR 139 |
Identification altar.
Definition at line 518 of file define.h.
A magic mirror which allows you to see objects on a different coordinate.
Definition at line 231 of file define.h.
| #define MAP_EVENT_OBJ 127 |
Object fields and flags used by this type.
| Field/Flag | Explanation |
| living::hp | How many times the marker will work. If zero, infinite, otherwise every time the marker grants a mark, the value is decremented and when reached zero, the marker is removed. |
Inserts an invisible, weightless force into a player with a specified string.
See Marker
Definition at line 308 of file define.h.
Material used for the construction skill.
Definition at line 185 of file define.h.
Miscellaneous objects are for objects without a function in the engine, like statues, clocks, chairs, etc.
See Misc Object
Definition at line 371 of file define.h.
Magic missile.
Definition at line 222 of file define.h.
Object fields and flags used by this type.
| Field/Flag | Explanation |
| object::last_sp | Used to differentiate mood floors. Value meanings:
- 0 = furious, all monsters become aggressive.
- 1 = angry, all but friendly become aggressive.
- 2 = calm, all aggressive monsters calm down.
- 3 = sleep, all monsters fall asleep.
|
Mood floor can affect how monsters behave once they step on it.
Values of last_sp set how to change:
-
0 = furious, all monsters become aggressive
-
1 = angry, all but friendly become aggressive
-
2 = calm, all aggressive monsters calm down
-
3 = sleep, all monsters fall asleep
See Mood Floor
Definition at line 334 of file define.h.
Body parts which can't be eaten - dragon scales for example
See Organic
Definition at line 392 of file define.h.
Pit is like an exit, but it does damage to alive object falling into it.
See Pit
Definition at line 414 of file define.h.
The object is a player object.
Definition at line 158 of file define.h.
| #define POTION_EFFECT 115 |
A force, holding the effect of a potion.
Definition at line 472 of file define.h.
Only used for spawn point monsters:
If found inside the monster, there is a random chance based on the object's weight limit to drop the object's inventory into the monster.
See Random Drop Container
Definition at line 439 of file define.h.
Object fields and flags used by this type.
| Field/Flag | Explanation |
| object::randomitems | If not NULL, will be the goods to generate on map load. |
| FLAG_AUTO_APPLY | If set, will generate goods from object::randomitems on map load. |
| FLAG_CURSED | If set, randomly generated goods will not be clone items. |
| living::exp | Quality level of randomly generated goods, if 0, will use map's difficulty. |
| FLAG_DAMNED | If set, generated goods will never become artifacts. |
| FLAG_IS_MAGICAL | If set, the shop floor will be a unique shop; items dropped will stay there until someone buys them or the map resets. |
Shop floor.
See Shop Floor
Definition at line 340 of file define.h.
Item required to be equipped in order to use a skill.
Definition at line 298 of file define.h.
Can teach player a skill it holds.
Definition at line 512 of file define.h.
| #define SPAWN_POINT_INFO 84 |
Used to find spawn point where monster came from.
Definition at line 386 of file define.h.
A swarm spell.
Definition at line 527 of file define.h.
Object fields and flags used by this type.
Disease symptom.
Definition at line 545 of file define.h.
Thrown object.
Definition at line 285 of file define.h.
| #define VOID_CONTAINER 255 |
Pure internal system object.
Definition at line 548 of file define.h.
This is a raw wealth object. When generated it's transformed into real money depending on the environment where it's generated.
Definition at line 503 of file define.h.
| #define WEAPON_IMPROVER 124 |
Weapon improver scroll.
Definition at line 499 of file define.h.
| #define WORD_OF_RECALL 96 |
Special force for word of recall.
Definition at line 420 of file define.h.