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Atrinik Server 2.5
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#include <living.h>
Data Fields | |
| sint64 | exp |
| sint32 | hp |
| sint32 | maxhp |
| sint16 | sp |
| sint16 | maxsp |
| sint16 | grace |
| sint16 | maxgrace |
| sint16 | food |
| sint16 | dam |
| sint16 | wc |
| sint16 | ac |
| uint8 | wc_range |
| sint8 | Str |
| sint8 | Dex |
| sint8 | Con |
| sint8 | Wis |
| sint8 | Cha |
| sint8 | Int |
| sint8 | Pow |
Mostly used by "alive" objects, but also by other objects like gates, buttons, waypoints and a number of other objects.
Armour class.
| Type(s) | Description |
|---|---|
| Amulet, Ring, Bracers, Brestplate Armour, Boots, Cloak, Girdle, Gloves, Helmet, Shield | This value defines the amount of armour class bonus for wearing this item. <Armour class> lessens the chance of being hit. Higher values are better. It should usually be set only for armour-like equipment. |
| Disease | Every time the disease "moves" the severity of the symptoms are increased by <progressiveness> / 100. (severity = 1 + (accumulated progression) / 100) |
| Magic Wall | A magic wall of high <armour class> is less likely to get hit from an opponent. <armour class> can be considered the "counterpiece" to <weapon class>. |
| Monster & NPC, Spawn Point Monster | Monsters of high <armour class> are less likely to get hit from their opponent. <armour class> can be considered the "counterpiece" to <weapon class>. Values typically range between +20 (quite good) to -20 (very bad). Note that the monster's level further improves armour class: "real armour class" = <armour class> + <level> |
Constitution.
| Type(s) | Description |
|---|---|
| Monster & NPC, Spawn Point Monster | Monster regenerates this many hit points each move. Each time the monster has a move, it gets <healing rate> health points back. Hence, <movement speed> has great effect on the monster's healing rate as well. |
How much damage this object does when hitting.
| Type(s) | Description |
|---|---|
| Disease | A disease with a positive <damage> value will strike the player for that amount of damage every time the symptoms occur. A negative <damage> value produces %-based damage: "<damage> -10" means the player's health is reduced by 10% every time the symptoms strike. Diseases with %-based damage can be dangerous - but not deadly - for players of all levels. |
| Damager | The <base damage> defines how much damage is inflicted to the victim per hit. The final damage is influenced by several other factors like the victim's protections. |
| Magic Wall | The magic wall will cast this <spell>. |
| Monster & NPC, Spawn Point Monster | A value of 50 will be handled as 5.0, a value of 55 = 5.5. Amongst other parameters, <damage> affects how much melee damage a monster inflicts. <damage> is used as base value for damage per hit. <level>, <speed>, <weapon class> and resistances also take effect on the melee damage of a monster. |
| Poison Food | A poison with a positive <damage> value will hit the player all ticks with it adjusted by level. |
| Projectile | The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon's attributes. |
| Rune & Trap | <direct damage> specifies how much damage is done by the rune, if it doesn't contain a spell. This should be set in reasonable relation to the rune's level. |
| Shooting Weapon | The <base damage> significantly affects the damage done by using this weapon. This damage is added to the projectile damage and then (if <ignore strength> disabled) a bonus according to the player's strength is added. |
| Weapon | The damage value is used as base value for how much damage the weapon does per hit. The actual damage involves more dependencies, like wielder's level and defender's level. Look at existing weapons to get a feel for the range of weapon damage values. |
Dexterity.
| Type(s) | Description |
|---|---|
| Monster & NPC, Spawn Point Monster | The <use ability> value is a 1/x chance that the monster *tries* to use per active tick a special ability like spellcasting, throwing, etc. |
Experience.
| Type(s) | Description |
|---|---|
| Altar Trigger | Being activated, the altar will reset after "reset time" ticks. After reset, the altar is ready to be activated once again. If 0, the altar will never reset and won't be possible to trigger again. The default reset time is 30. |
| Amulet, Ring, Bracers, Brestplate Armour, Cloak, Girdle, Gloves, Helmet, Shield, Weapon | Divide by ten to get the player's speed bonus from wearing this item. |
| Boots | Boots with <speed bonus> will increase the player's walking speed while worn. This kind of bonus is quite desirable for players of low and medium level. High level players usually have fastest possible walking speed and thus don't need <speed bonus> anymore. Still, this bonus is good for nice artifacts - not everything has to be for highest level. |
| Trigger Button | Being activated, the button will reset after "reset time" ticks. After reset, the button is ready to be activated once again. If 0, the button will never reset and won't be possible to trigger again. The default reset time is 30. |
| Disease | When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience. |
| Handle Trigger | Being activated, the handle will reset after "reset time" ticks. After reset, the handle is ready to be activated once again. If 0, the handle will never reset and won't be possible to trigger again. The default reset time is 30. |
| Damager | If set to a value greater than zero, all creatures moving over this spot will be slower than normal. |
| Monster & NPC, Spawn Point Monster | When a player kills this monster, he will get this amount of <experience>, with various adjustments, like what level the monster was. The experience will flow into the skill category the player used for the kill. |
| Trigger Pedestal | Being activated, the pedestal will reset after "reset time" ticks. After reset, the pedestal is ready to be activated once again. If 0, the pedestal will never reset and won't be possible to trigger again. The default reset time is 30. |
| Shop Floor | The <quality level> will be used for the quality of the generated goods. If zero/unset, map difficulty's level is used. Usually this value doesn't need to be set, unless you want extraordinarily good/bad quality. If you want to make a shop with very high quality, maybe charge an entrance fee, or make the shop hard-to-come-by. Note that <quality level> mainly affects chance of magic bonus and appearance of artifacts. |
| Swamp | If set to a value greater than zero, all creatures moving over this spot will be slower than normal. |
| Treasure | The <quality level> will be used for the quality of the generated treasure instead of the map difficulty (as was done with shops). If zero/unset, the map difficulty will instead be used. (Example for comparison: Shop floors generate treasure of <quality level> 5 per default). |
How much food in stomach. 0 = starved.
| Type(s) | Description |
|---|---|
| Applyable Light | <Ticks of Light> defines how long the object will give light before it wears out. Some lights can be refilled, some not. |
| Light Refill Object | How many ticks can be refilled to a light source of the defined light type. If we can refill all in the light, this object is deleted. If we can't put all in the light, the value is decreased by the number we filled in. |
| Altar | The drop amount specifies the amount of items (specified in <match item name>) that must be dropped to activate the altar. If <match item name> is set to "money", then the value of the sacrificed money must be equal to <drop amount> (ie, if food = 200, then 200 silver, 20 gold, or 4 platinum will all work.) |
| Altar Trigger | The drop amount specifies the amount of items (specified in <match item name>) that must be dropped to activate the altar. If <match item name> is set to "money", then the value of the sacrificed money must be equal to <drop amount> (ie, if food = 200, then 200 silver, 20 gold, or 4 platinum will all work). |
| Amulet, Ring, Bracers, Brestplate Armour, Boots, Cloak, Girdle, Gloves, Helmet, Shield, Weapon | Positive <food bonus> slows down the player's digestion, thus he consumes less food. Negative values speed it up. Note that food is consumed not only for "being alive", but also for healing and mana-regeneration. <food bonus> only affects the amount of food consumed for "being alive". Hence, even with high <food bonus>, during a fight a player can run out of food quickly. |
| Converter | The player has to put <cost number> items of <cost arch> on the converter, in order to get <receive number> items of <receive arch>. |
| Flesh | The player's stomach will get filled with this amount of foodpoints. The player's health will increase by <foodpoints>/50 hp. |
| Food, Drink | The player's stomach will get filled with this amount of foodpoints. The player's health will increase by <foodpoints> / 50 hp. |
| Marker | This value defines the duration of the force it inserts. If nonzero, the duration of the player's mark is finite: about 1 food per 10 seconds. <mark duration> zero/unset means the mark will stay on the player forever. |
| Monster & NPC, Spawn Point Monster | This is the number of new monsters generated when this monster is split. This only takes effect if <split> and <breed monster> are set. |
| Sign & MagicMouth | If a counter value is set (greater than zero), the sign/magic mouth can be applied (printing the message) only that many times. For signs this really shouldn't be used, while for magic mouths it is extremely helpful. Monsters walking over the magic mouth do not decrease the counter. Often, you might want to have a message displayed only once. For example: The player enters your map and you put a magic mouth to tell him about the monsters and how dangerous they look and all. Later, when all the monsters are killed and the player leaves the map, displaying the same message a second time would be silly. <counter> 1 does a perfect job in such cases. Otherwise set <counter> zero/unset for infinite use (that is the default). |
| Wand & Staff | The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging. |
Grace. Used to invoke clerical prayers.
| Type(s) | Description |
|---|---|
| Amulet, Ring, Bracers, Brestplate Armour, Boots, Cloak, Girdle, Gloves, Helmet, Shield, Weapon | Positive <grace regen.> bonus speeds up the player's grace regeneration. Negative values slow it down. |
| Waypoint Object | How far away from the exact position will the waypoint be considered to be reached. Set to 0 to require the mob to be standing on top of the specified destination. |
Hit points.
| Type(s) | Description |
|---|---|
| Ability | The monster will use the specified <long range spell> when the player is at least 6 squares away (from the monster's head). Setting a <long range spell> is optional. If unset, the <short range spell> gets used all the time. |
| Amulet, Ring, Bracers, Brestplate Armour, Boots, Cloak, Girdle, Gloves, Helmet, Shield, Weapon | Positive <health regen.> bonus speeds up the player's healing process. Negative values slow it down. |
| Creator | The creator can be triggered <number of uses> times, thus creating that many objects, before it dissappears. Default is <number of uses> 1 (-> one-time usage). |
| Disease | This value increases the player's healing rate. Negative values decrease it. |
| Exit | The exit destinations define the map coordinates where the exit leads to. |
| Food, Drink | Positive <health> bonus added to player's hp when food eaten. Negative values will reduce hp. Curse will double and damned will triple it, and in both cases positive values are negated. |
| Horn | This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant. |
| Rod | This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant. |
| Inventory Checker | This value specifies the object we are looking for: We have a match if the player does/don't carry an object that is of type <match type>. Example: Set <match type> 15 (type 15 => weapon) and <blocking passage> enabled. Now you have an inventory checker blocking all players that carry any kind of melee weapon. To pass, a player is forced to leave behind all his weaponry. |
| Magic Mirror | X position this magic mirror reflects objects of. -1 means it will use the mirror's X. |
| Magic Wall | The more <hitpoints> the wall has, the longer it takes to be destroyed. |
| Monster & NPC, Spawn Point Monster | The <health points> of a monster define how long it takes to kill it. With every successful hit from an opponent, health points get drained - the monster dies by zero health points. If the value '-1' is set, the monster will start out with full health. How much that is depends on <max health>. |
| Mover | This value has only a meaning if <gets used up> is set: <number of uses> is the number of times minus one, that it will move a creature before disappearing. It will move someone <number of uses> + 1 times, then vanish. |
| Pit | The pit will transport creatures (and items) randomly into a two-square radius of the destination coordinates. If the destination square becomes blocked, the pit will act like being filled up and not work anymore! |
| Rune & Trap | The rune will detonate <number of charges> times before disappearing. If -1, the rune will detonate infinitely, or at least until it's successfully disarmed. |
| Sign & MagicMouth | This value specifies the object we are looking for: We have a match if the player does/don't carry an object that is of type <match type>. |
| Teleporter | The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero and <exit path> is empty, the player will get teleported to another, randomly chosen teleporter on the same map (slightly confusing for the player though). Make sure there actually *is* a second one in that case. |
| Trapdoor | The trapdoor will transport creatures (and items) randomly into a two-square radius of the destination coordinates. If the destination square becomes blocked, the trapdoor will act like being filled up and not work anymore! |
| Waypoint Object | The destinations define the (x, y)-coordinates where the mob should go. |
Max grace.
| Type(s) | Description |
|---|---|
| Amulet, Ring, Bracers, Brestplate Armour, Boots, Cloak, Girdle, Gloves, Helmet, Shield, Weapon | Positive <grace bonus> increases the hit points. Negative decreases them (decrease can't reduce the total grace of the wearer below 1). |
| Disease | The disease will last in the host for <curing duration> "disease moves" (assuming the host survives and doesn't use a curing spell). After this period the disease is naturally cured, which provides the host with immunity from this particular disease of lower or equal level. A negative value means the disease can never be cured naturally. Note that this value can be further modulated by spell parameters, if the disease is registered as spell in the code. Due to that, most default diseases take a lot longer to cure than it seems. |
Max hit points.
| Type(s) | Description |
|---|---|
| Applyable Light | <Max. Ticks of Light> defines the maximal value of <Ticks of Light>. This is normally used from refilling light sources. |
| Amulet, Ring, Bracers, Brestplate Armour, Boots, Cloak, Girdle, Gloves, Helmet, Shield, Weapon | Positive <health bonus> increases the hit points. Negative decreases them (decrease can't reduce the total hp of the wearer below 1). |
| Disease | <persistence> defines how long the disease can persist outside a host. The disease can "move" <persistence> times outside a host before it vanishes. A negative value means the disease lasts for permanent (which is only recommended to use in maps without monsters). |
| Timed Gate | When triggered, this is the time the timed gate will stay in the new condition, until it resets itself. When opened, it stays this time open, then it closes. 10 ticks are around 5 seconds. |
| Horn | When the horn is fully charged up, it will hold this maximum amount of spellpoints. Make sure it is enough to cast the contained spell at least once. But don't set the value too high, as that might make the horn way too effective. |
| Rod | When the rod is fully charged up, it will hold this maximum amount of spellpoints. Make sure it is enough to cast the contained spell at least once. But don't set the value too high, as that might make the rod too effective. |
| Magic Mirror | Value to adjust X position of the tile being mirrored. Useful if the "X position" is set to -1. |
| Magic Wall | <Max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health. |
| Monster & NPC, Spawn Point Monster | <max health> is the maximum amount of <health points> this monster can have. |
Max spell points.
| Type(s) | Description |
|---|---|
| Ability | Sometimes you'll want a monster to use one ability more than others. To achieve this, set the <importance> to a value greater than one. Abilities with this value zero/unset are counted to be of <importance> one. Example: A monster with "firestorm" of <importance> 3 and "magic bullet" of <importance> 1 will averagely cast three out of four times the "firestorm". |
| Amulet, Ring, Bracers, Brestplate Armour, Boots, Cloak, Girdle, Gloves, Helmet, Shield, Weapon | Positive <mana bonus> increases the mana points. Negative decreases them (decrease can't reduce the total mana of the wearer below 1). |
| Director | If object is turned, turn it "turn value" steps every time. |
| Disease | Every time the disease "moves", the player's mana is reduced by the value of <mana depletion>. For negative values, a %-based amount is taken. |
| Magic Mirror | Value to adjust Y position of the tile being mirrored. Useful if the "Y position" is set to -1. |
| Magic Wall | If set and a connected object without "last_eat 1" gives signal, the magic wall turns this steps. |
| Monster & NPC, Spawn Point Monster | <max spellpoints> is the maximum number of spellpoints a monster can hold. Setting this to high values has little effect unless the monster has a decent <spellpoint regen.>, or the spell "regenerate mana" at it's disposal. |
| Mover | The player will be "frozen" for that many moves. If <freeze duration> is zero, with <forced movement> enabled, then <freeze duration> gets assigned the "default value" 2 automatically. |
| Power Crystal | The <mana capacity> defines how much mana can be stored in the crystal. This is what makes the crystal interesting. Wizards will always seek crystals with large capacities. |
| Rune & Trap | If set, the rune will cast its spell (if any) in this direction. In most cases this appears useless because the spell directly hits the player. |
Power.
| Type(s) | Description |
|---|---|
| Monster & NPC, Spawn Point Monster | Monsters regenerate this many spellpoints each move. Each time the monster has a move, it gets <spellpoint regen.> spellpoints back. Hence, <movement speed> has great effect on the monster's spellpoint regeneration as well. To make a really tough spellcasting monster, the rate of spellpoint regeneration is most important. |
Spell points. Used to cast mage spells.
| Type(s) | Description |
|---|---|
| Ability | The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster's head). |
| Altar | When activated, the selected <spell> will be cast (once, on the player). This should work for any given spell. The altar will work infinitely in this way. Don't set both <spell> and <connection> for one altar. |
| Amulet, Ring, Bracers, Brestplate Armour, Boots, Cloak, Girdle, Gloves, Helmet, Shield, Weapon | Positive <mana regen.> bonus speeds up the player's mana regeneration. Negative values slow it down. |
| Converter | The player has to put <cost number> items of <cost arch> on the converter, in order to get <receive number> items of <receive arch>. |
| Director | Projectiles will leave the director flying in the selected <direction>. A director with direction <none> simply stops projectiles. |
| Disease | This value increases the player's rate of mana regeneration. Negative values decrease it. |
| Exit | The exit destinations define the map coordinates where the exit leads to. |
| Food, Drink | Positive <mana> bonus added to player's mana when food eaten. Negative values will reduce mana. Curse will double and damned will triple it, and in both cases positive values are negated. |
| Horn | Sets the <spell> of the horn. Consider twice before handing out any horns to players, since they can be used endlessly without any mana cost! Horns with heal/restoration/protection spells, IF available, MUST be very very VERY difficult to get! |
| Rod | Sets the <spell> of the rod. Consider twice before handing out special rods to players, since they can be used endlessly without any mana cost! Rods with heal/restoration/protection spells, IF available, MUST be very very VERY difficult to get! |
| Inventory Checker, Sign & MagicMouth | Enabled means key text is compared to the slaying field of an object and NOT to the name. |
| Locked Door | An opened door will auto-close after some time. The higher this value the longer the door will stay open. |
| Magic Mirror | Y position this magic mirror reflects objects of. -1 means it will use the mirror's Y. |
| Monster & NPC, Spawn Point Monster | Like players, monsters need <spellpoints> to do magic. Monsters use them for both spells and prayers. However, this value defines only the amount of *initial* spellpoints the monster starts with. When creating a spellcasting monster, remember that <max spellpoints> and <spellpoint regen.> are more important. If <spelloints> are set to '-1', the monster will start out with maxed spellpoints. |
| Spawn Point | If -1 at start, the spawn point will do a normal spawn. If set to 0-9999, the spawn point will be forced to spawn the mob with the nearest set chance (lower or same value) ONE TIME when the spawn point is called the first time. |
| Mover | If forced movement is enabled, the mover "freezes" anyone it moves (so they are forced to move along a chain). For players there is no way to escape this forced movement. |
| Pit | The pit will transport creatures (and items) randomly into a two-square radius of the destination coordinates. If the destination square becomes blocked, the pit will act like being filled up and not work anymore! |
| Potion | When a player drinks this potion, the selected spell will be cast once. This should work for any given spell. last_eat must be 0 to invoke the spell effect! |
| Power Crystal | <initial mana> is the amount of spellpoints that the crystal holds when the map is loaded. |
| Rune & Trap | The selected <spell> defines the spell in the rune, if any. Many runes and all traps do direct damage. |
| Shooting Weapon | After shooting the player can't do a second shoot for some time. This value + the arrow shooting delay (different arrows can have different delay) will determine the time the player must wait. The value is in ticks. 8 ticks are one second. |
| Scroll | When a player/monster applies this scroll, the selected <spell> will be cast (once). This should work for any given spell. |
| Spellbook | The book will contain the specified spell. You could alternatively use the spell name. |
| Teleporter | The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero and <exit path> is empty, the player will get teleported to another, randomly chosen teleporter on the same map (slightly confusing for the player though). Make sure there actually *is* a second one in that case. |
| Trapdoor | The trapdoor will transport creatures (and items) randomly into a two-square radius of the destination coordinates. If the destination square becomes blocked, the trapdoor will act like being filled up and not work anymore! |
| Wand & Staff | The <spell> specifies the contained spell. |
| Waypoint Object | The destinations define the (x, y)-coordinates where the mob should go. |
Weapon class.
| Type(s) | Description |
|---|---|
| Amulet, Ring, Bracers, Brestplate Armour, Boots, Cloak, Girdle, Gloves, Helmet, Shield | The <weapon class> value adds to the overall weapon class of the wielder's melee attacks. Weapon class improves the chance of hitting the opponent. Weapon class is the "counterpiece" of <armour class>. It should usually be set only for weapon-like items. Higher values are better. |
| Disease | The <infectiousness> defines the chance of new creatures getting infected. If you set this too high, the disease is very likely to be too effective. <infectiousness> / 127 is the chance of someone in range catching it. |
| Monster & NPC, Spawn Point Monster | Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>. Note that the monster's level further improves weapon class: "real weapon class" = <weapon class> + <level> |
| Projectile | This value is supposed to be the base <weaponclass>. |
| Shooting Weapon | This value is supposed to be the base <weaponclass>, but it seems to have rather little effect. High values are good here, low values bad. |
| Weapon | The weapon class value adds to the overall weapon class of the wielder's melee attacks. Weapon class improves the chance of hitting the opponent. |
| Waypoint Object | Amount of time the mob should wait at this waypoint before proceeding to the next. |
Random value range we add to wc value of attacker: wc + (random() % wc_range). If it's higher than defender's AC then we can hit our enemy.
| Type(s) | Description |
|---|---|
| Monster & NPC, Spawn Point Monster | This value is set to 20 from the server when if 0. This is for the weapon class of ranged attacks, like arrows. The server will add a random value between 0 ad wc_range to the wc. If that is higher than the target's ac, the target is hit. The higher wc_range is 20, the more dangerous and more often a mob will hit. Because the mobile level is added to wc too, a wc_range of 40 will let the monster hit VERY often even against the best armours. |
| Shooting Weapon | The wc_range of an archery weapon is copied to the projectile which is fired with it. |
Wisdom.
| Type(s) | Description |
|---|---|
| Monster & NPC, Spawn Point Monster | <sensing range> determines how close a player needs to be before the creature notices him. This is done as a square, for reasons of speed. If the player has stealth, the size of this square is reduced in half plus 1. |
1.7.4