Objects
This files so far only concernes how to make archetypes, treasure and NPC's
Sections:
- How to create new Archetypes and Bitmaps
- Things that are alive (monsters, npcs)
- Attack Types (attacktytpe)
- Immunity (immune) (protected) (vulnerable)
- NPC Movement (attack_movement)
- Picking up other items (pick_up)
- Using other objects (will_apply)
- Treasure lists (randomitems)
- Usage of certain flags for monsters
- NPC's and their life - behaviours
- NPC's Speak out - messages
- Objects in general
- SPECIAL OBJECTS
- Flags & specifications for objects
- TREASURES
- Misc change description
- How to Add new values
1. HOW TO CREATE NEW ARCHETYPES AND BITMAPS:
- Determine if you really need a new archetype. Archetypes are only needed if you are adding new images, or the archetype you are creating will be of general interest. Don't make a new arch if all you really need to do is customize an existing archetype.
- Figure out which directory/category the object will belong to. This will determine the appropriate location for it inside the 'arch' directory. For objects with many animations or that are very large, you may want to make a new subdirectory.
- Create a bitmap. It must be dividable by 32 in both height and width. The file format should be .PNG 256 colour and use transparancy.
- Create additional bitmaps if you want animation or directional facing. Split the bitmaps up into 32x32 bitmaps and named according to the naming.doc conventions in the arch tar package. Note, this is not really necessary at current time - non splitted images should work properly, but some older clients may have problems with it. (you can use the script "splitxbm" which is included below).
- Create an archetype entry. The file should be called object.arc, where object is whatever the new object is. This is by far the most complicated step. First read "crossfire.doc" for an introduction on how to create archetypes. Look at other similary archetypes to see how they have been done. If you only made one 32x32 bitmap, you will only need one archetype, but if you made a larger bitmap which is cut down to several 32x32 bitmaps, you will need to use "linked" archetypes. To create a linked archetype, add a 'More' line filed by the next piece. The X and Y coordinates in this next piece determine the offset from the head (first) object. When making multipart objects, they should be rectangular. Non rectangular may work, but has not been tested.Note that for these multipart objects, in most cases, only the values in the head portion are used (eg, hp, damage, etc for monsters). See the section later in this document about animations.
- If your archetype is a creature or NPC you might want to give it abilities such as firebreathing or magical attacks. You put these abilities into the treasures file in the appropriate entry as invisible objects. This is also how you can give inventory like bows or swords as well. Look at the other entries in the treasures file for the format. Note that if an existing entry in the treasures file does what you want, use it for your new archetype. There is no requirement that each archetype has a unique treasure list.
What is an archetype and what is an object?
Objects are directly derived from archetypes. Everything the player sees in the game is an object. The player never deals with archetypes.
Archetypes are the master objects. All objects have an archetype that they are derived from. When an object is created, the archetype is used for all the default values in the object. When an object is saved, the code looks at the differences between the archetype and the object it is saving, and only changes the different values.
Archetypes are the entries in the 'arch' directory. The fields for archetypes and objects are generally the same.
Note that by using this archetype model, it means an archetype can get updated and all objects that are derived from it will get updated - this is very useful when new fields are added - the archetypes can get updated, and all objects in maps, player save files, wherever, get this new value.
2. Things that are alive
The name in parantheses after a flag description is the name as it should be used in the archetype file.
For example:
Attack type (attacktype)
A. Attack Types (attacktype)
| Attack types | bit | description |
|---|---|---|
| Physical | 1 | Basic attacktype |
| Magic | 2 | All magic spells, but not prayers |
| Fire | 4 | Can ignite objects |
| Electricity | 8 | Can also ignite objects |
| Cold | 16 | Can freeze objects into ice cubes |
| Confusion | 32 | Movement/attack directions become random |
| Acid | 64 | Random equipped item gets -1 to magic attribute |
| Drain | 128 | Victim loses 2% exp, attacker gains half of that |
| Weaponmagic | 256 | Direct damage: Special, use with care |
| Ghosthit | 512 | Attacker dissolves (obsolete) |
| Poison | 1024 | Some damage each turn thereafter |
| Slow | 2048 | Speed is reduced |
| Paralyze | 4096 | Speed is reduced to zero |
| Turn Undead | 8192 | Like Fear, but for undead only |
| Fear | 16384 | Like Turn Undead, but for living only |
| Cancellation | 32768 | Removes magic (+/-) from items |
| Depletion | 65536 | Lose one point from one stat (can be restored) |
| Death | 131072 | Chance of instant death, otherwise nothing |
| Chaos | 262144 | None by itself, uses random other types |
| Counterspell | 524288 | Cancels magic spells |
| Godpower | 1048576 | Adds relevant god's attacktype |
| Holy Word | 2097152 | Enemies: X5, Undead: X1 -unless friends, others: none |
| Blind | 4194304 | Blinds victim |
Note that one archetype can have multiple attack types by adding these values together. Thus, something with an attacktype of 65 would attack with both acid and physical.
B. Resistances
===========
Creatures can have various resistances. If a creature has a resistance value for a particular attacktype of 100, it is said to be immune to that attacktype. The amount of resistance directly reduces damage. A creature that has 25% resistance to fire only takes 75% of the damage. A creature 99% resistant only takes 1% of the damage.
A few notes: If a creature/object is immune to magic, then it will be immune to all damage from that attack, even if that attack type contains more than just magic.
Otherwise, a creature needs to be immune to all attack types in order to take no damage (thus, a creature that is immune to physical, but getting hit by a weapon that does physical and fire would take normal damage). The attack code goes through all the attacktypes, and calculates the damage that each will cause. It uses the highest damage total that any of these attacktypes will use.
For attacktypes that don't deal phyiscal damage but instead effect the creature in some way (drain, slow, paralyze, etc), the resistance in general reduces the effect (duration, amount drained, etc).
C. NPC Movement (attack_movement)
===============
Set the variable attack_movement to one of the below (cut from define.h):
/******************************************************************************/
/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
/******************************************************************************/
/* if your monsters start acting wierd, mail me */
/******************************************************************************/
/* the following definitions are for the attack_movement variable in monsters */
/* if the attack_variable movement is left out of the monster archetype, or is*/
/* set to zero */
/* the standard mode of movement from previous versions of crossfire will be */
/* used. the upper four bits of movement data are not in effect when the monst*/
/* er has an enemy. these should only be used for non agressive monsters. */
/* to program a monsters movement add the attack movement numbers to the movem*/
/* ment numbers example a monster that moves in a circle until attacked and */
/* then attacks from a distance: */
/* CIRCLE1 = 32 */
/* + DISTATT = 1 */
/* ------------------- */
/* attack_movement = 33 */
/******************************************************************************/
#define DISTATT 1 /* move toward a player if far, but mantain some space, */
/* attack from a distance - good for missile users only */
#define RUNATT 2 /* run but attack if player catches up to object */
#define HITRUN 3 /* run to then hit player then run away cyclicly */
#define WAITATT 4 /* wait for player to approach then hit, move if hit */
#define RUSH 5 /* Rush toward player blindly, similiar to dumb monster */
#define ALLRUN 6 /* always run never attack good for sim. of weak player */
#define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */
#define WAIT2 8 /* monster does not try to move towards player if far */
/* maintains comfortable distance */
#define PETMOVE 16 /* if the upper four bits of move_type / attack_movement */
/* are set to this number, the monster follows a player */
/* until the owner calls it back or off */
/* player followed denoted by 0b->owner */
/* the monster will try to attack whatever the player is */
/* attacking, and will continue to do so until the owner */
/* calls off the monster - a key command will be */
/* inserted to do so */
#define CIRCLE1 32 /* if the upper four bits of move_type / attack_movement */
/* are set to this number, the monster will move in a */
/* circle until it is attacked, or the enemy field is */
/* set, this is good for non-aggressive monsters and NPC */
#define CIRCLE2 48 /* same as above but a larger circle is used */
#define PACEH 64 /* The Monster will pace back and forth until attacked */
/* this is HORIZONTAL movement */
#define PACEH2 80 /* the monster will pace as above but the length of the */
/* pace area is longer and the monster stops before */
/* changing directions */
/* this is HORIZONTAL movement */
#define RANDO 96 /* the monster will go in a random direction until */
/* it is stopped by an obstacle, then it chooses another */
/* direction. */
#define RANDO2 112 /* constantly move in a different random direction */
#define PACEV 128 /* The Monster will pace back and forth until attacked */
/* this is VERTICAL movement */
#define PACEV2 144 /* the monster will pace as above but the length of the */
/* pace area is longer and the monster stops before */
/* changing directions */
/* this is VERTICAL movement */
#define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */
#define HI4 240
D.Picking up other items (pick_up)
========================
Pick Up specifiers (defined with pick_up)
Nothing 1
Wealth 2
Food 4
Weapon 8
Armour 16
All but those defined 32
All 64
Note also that if can_use_armor, can_use_weapon, can_use_ring, can_use_wand, can_cast_spell, can_use_bow are set, then the creature will pick up the matching items even if the pick_up element is not set to pick up those items.
This only applies to monsters. The player pickup method is much different.
E. Using other objects (will_apply)
======================
specifiers will apply this:
1 Handles
2 Treasure (chests)
4 Earthwall (tear down)
8 Door (open) */
F. Treasure lists (randomitems)
=================
This determines what treasurelist to use for generating the objects treasures. For archetypes, the default is none, but for other objects (like those loaded in maps), it will use the same treasure list as the archetype it descends from unless otherwise specified. In the case of objects, "none" can be be used to make no items generated.
The format of treasurelists is detailed further down in this file.
Treasure lists are also used to give spell and skill abilities to creatures.
G. Usage of certain flags for monsters
======================================
Damage (dam)
======
Damage determines the amount of damage the creature does. The form this damage takes it determined by the attacktype the creature has.
When determining damage, a number between 1 and the damage value is rolled. Thus, even if you have a +6 damage bonus from strength, magic weapons, etc, a value of 1 could still be generated. Thus, even with very high magical monsters or very high strength monsters, a low damage roll can result some of the time.
Speed (speed)
=====
Speed. A speed of 1.0 means it acts every tick, a speed of 0.1 means it acts every 10 ticks.
level (level)
=====
Int (int)
===
gives monsters a modifying to find hidden/invisible creatures.
Pow (pow)
===
If the creature can cast spells, this is how many spell points are regenerated each move.
Con (con)
===
Monsters regenerate this many hit points each move. This is each time the monster has a move (some for Pow). So two monsters with the same Con can regenerate at different rates if their speeds are different.
Wis (wis)
===
Determines how close a player needs to be before the creature wakes up. This is done as a square, for reasons of speed. Thus, if the wisdom is 11, any player that moves within the 11x11 square of the monster will wake the monster up. If the player has stealth, the size of this square is reduced in half plus 1.
Spell points (sp)
============
Number of spell points monster starts with
maxsp (maxsp)
=====
Maximum spellpoints for monsters
flying (flying)
======
set flying to 1 if this can fly.
See Invisible (see_invisible)
=============
See in the dark (can_see_in_dark)
===============
Spell reflection (reflect_spell)
================
Very powerful, use carefully
Pass through (can_pass_thru)
============
Kamakaze attacks (one_hit)
================
set to 1 if this creature disapates on attacking (like ghosts)
Morale (run_away)
======
Use objects (can_use)
===========
What objects the creature can use. Note that this has largely been replaced with the body location information (see further down). The ones that should in general be used are can_use_shield, can_use_weapon, and can_use_bow. The others are likely to be obsoleted.
e.g.
can_use_scroll 1
can_use_skill 1
can_use_wand 1
can_use_rod 1
can_cast_spell 1
can_use_bow 1
can_use_armour 1
can_use_weapon 1
can_use_ring 1
Resistances (resist_x)
===========
The amount of resistance the object has to certain attack types or environmental effects. Use negative numbers to make onjects more vulnerable to the effects.
e.g
resist_fire 60
resist_cold -30
----------------------------
SPECIAL NOTE (IMPORTANT!!!):
-----------------------------
The fields resist_*, armour, wc and dam can be set in map files to customize monsters. However, if that monster can be equipped with items, and actually equips some, these values will get reset back to those in the clone archetype (normal values.) Thus, if you want to put a wizard in that does dam 50, make sure can_use_armour, and can_use_weapon are set back to 0. Otherwise, when items are equipped, all the above fields will be reset to standard values.
H. Generators and creature spawning (generate) (other_arch)
===================================
To make a monster spawn other monsters add the flags generate 1 and other_arch <arch> **The speed of generation is likely based on speed?**
I. NPC's and their life:
=======================
An NPC can have any combination of the following programs (flags):
FLAGS: (They are checked in the following order:)
- sleep (will stand still until woken)
- scared (will run away)
- random_movement (move randomly)
- friendly (will attack enemies of the nearest player)
- unaggressive (don't attack until attacked)
- stand_still (don't ever move)
sleep + (any) = sleep until woken, then do any of the other things...
neutral + random_movement = move randomly around all the time.
neutral (alone)= stand still until attacked, then attack and move.
stand_still + (any) = do anything except moveing
In addition it can have run_away set to which percentage of full hit-points the npc will run away at.
And then there is the NPC features made by Karl Holland (see attack_movement)
Note that scared creatures will become unscared at some point, so it is typically not useful to set this in maps or in archetypes.
J. NPC's Speak out
==================
The message structure in a monster can contain:
@match <key>|<key>[...]
[text]
[...]
This identifies what the monster will say if talked to with a text which matches any keys. A key contaning '*' will match anything.
An example of usage:
@match hello|hi
Welcome, good friend!
@match bye
Goodbye!
@match *
What did you say?
Obviously this feature can be expanded extensively, so expect it to evolve till the next version.
You might not want to put messages into archetype creatures, this feature is more for making special npcs for maps. However, certain generic messages in archetypes might add to the general game ambiance a bit (by default: dogs would say "arf arf" guards would say "move along"...) - tm
3. Objects in general
The name in parantheses after a flag description is the name as it should be used in the archetype file. For example: editable field (editable)
A. Names (name, name_pl)
========================
If no 'name' field is specified in the object, it will use the name from the 'Object' field.
The 'name_pl' field is the plural name for the object. This only needs to be set if there is the potential for the object to merge with others - for example, there is no reason for name_pl to be set for floors, buildings, etc, as they can not merge with other objects. Only objects that can be picked up really need a name_pl value.
If name_pl is not set, this name defaults to the object->name value, which was either explicitly set or determined from the Object field.
These name values are what the player sees for the name. As the player sees it, the name may have the title appended to it, and may also have other per type specific information added in (spell contained within the spellbook for example).
B. Types (type)
===============
Specified in defines.h. A type determines how an item operates/ what it does. A type only needs to be added for a new archetype if in some area of the program, it is actually used. Addition of new types is generally a rare event.
For example, if adding a new monster, there is no need to add a new type in defines.h if crossfire never checks the type element in the object structure for that new type.
Most types are set for items that are applied, items that have special properties.
You should look at the include/defines.h file for the latest type information. Note that within maps, you should almost never change the type field of an object - instead, you should start with an object of the appropriate type and change the fields of the object to appear as you want it.
C. Client Types (client_type)
==============================
Client type information in public information communicated to the client. Client type differes from the type in several ways:
- It is more specific than the type information.
- The numbers used for client type are more logically grouped (all armor related client_types are in the same range)
- Client type info does not have a functional component in the server - it only conveys information - the server does not determine what an object may or may not do based on this. At current time, the server does not even look at the client_type for any information.
- The client_type can be used to hide the real type of an item. Eg, items of client_type poison should never be sent - client_type should instead by booze so difficult for the client to know what the item really is. Similarly, special objects used in quests which appear as something else (eg, a key appearing as a shovel) can use the client type to have the type shown as the same category that shovels would be in.
The client_type list below has large gaps - this is to allow future items to be grouped with items of similar type (Eg, if a new weapon type, say two-handed is added, it should be grouped with the weapons and not put at the end of the table). The entire point of the client_type information is to group the items together.
In the list below, the number in parenthese corresponds to the number in define.h file. At the top of each group of items, the range is given. It is intentional in most cases to leave the first entry of a range blank - this gives room to place really important items of a type at the top. Note that only items the player may be able to pick up actually need types.
Note in most cases, the artifact type items are at the top of a group listing. This is done for artifact items that already have a different face/name, such that the player already knows they are special anyways.
client_type
Client Type Notes
1-49 Specials - items that should be very noticable to the player. 1 bomb (47) 41 power crystal (156) 50-99 Containers - put near top to make things easier for the player. 51 container (122) 51 big containers - chests, sacks, etc. 55 small containers (pouches) 60 specialized containers (quivers, key rings) 100-149 hand held weapons 100 Artifact weapons (15) 101 edged weapons (sword, scimitar, etc) 106 axes 121 clubs 126 hammers 129 maces 136 pole arms 141 chained weapons 145 oddball weapons (magnify glass, stake, taifu, shovel, etc) 150-199 Ranged weapons & ammo: 150 artifact bows (14) 151 bow (14) 159 arrow (13) Group ammo with firing type 161 crossbow 165 bolts 250-399 Armor, shields, helms, etc. Give each subtype a group of 10 entries to further subdivide into. This is basically all equipable items not in another group. 250-259 Bodywear (mails - 16) - ordered roughly in order of value 250 Artifact/special 251 Dragonmail - enough of these to warrant their own type 252 plate mails 253 chain mail, scale mail, & ring mail 254 leather armor 255 dress 256 robes & tunics 257 aprons 260-269 Shields 260 artifact shields (33) 261 Shields (33) 270-279 Headwear (34) 270 artifact helmets (34) 271 Helmets (34) 272 turbans (34) 273 wigs (34) 275 eyeglasses (34) 280 artifact cloaks (87) 281 cloaks (87) 290 artifact boots (99) 291 boots (99) 300 artifact gloves (100) 301 gloves (100) 305 gauntlets (100) 310 artifact bracers (104) - god given 311 bracers (104) 321 girdle (113) 381 amulets (39) 390 artifact rings (70) 391 rings (70) 450-459 Skill objects - these are items that give you a skill, eg lockpicks, talismens, etc. 451 skill (43) 461 trap parts (76) 600-649 Food & alchemy related items. Flesh items double as both eatabls and used in alchemy. Thus, we include the inorganic items here so that most all the alchemy stuff is located in the same general place in the inventory. 601 Food (6) 611 Poison (7) 611 drink (54) 620 Flesh item (72) 622 corpse (157) Used for raise dead spells 624 flesh items, quasi food - dragon steak 625 flesh item - heads, eyes, tongues, teeth (72) 626 flesh item - legs, arms, hands, feet, fingers, etc. 627 flesh item - misc - ichors, scales, hearts, livers, skin (72) 628 flesh items - dusts 641 inorganic - raw (73) 642 inoranic - refined (true lead, mercury, etc) 650-699 Single use spell casting items (scrolls, potions, balms) 651 potion (5) 652 balms, dusts (5) 653 figurines (5) 661 scroll (111) 700-749 Ranged spell casting items 701 rod heavy (3) 701 rod light (3) 711 wand (109) 712 staff 721 horn (35) 800-849 Keys 801 normal key (24) 810 special key (21) (archetype) 811-839 special keys that maps can override the value into. In this way, all the special keys for a dungeon can be given the same client type so they group together. Note that the map needs to be modified to change the client_type of the keys to do this. 1000-1049 Readables 1001 mage Spellbook (85) 1002 cleric spellbooks (85) 1011 Armor improver (123) 1016 weapon improver (124) 1021 Skill scroll (130) 1041 Books & scrolls - information type objects (8) 1100-1149 Light emitting objects & lightables 1101 lighter (75) 1102 torch 1103 colored torches 2000-2049 Valuables - only real value is monetay 2001 money (36) 2005 gold nuggets 2011 gems (60) - this could be divided into more subtypes - probably better for artifact gems to have a different type than worry about sorting ruby, diamond, emerald, etc. 2030 Jewelery (60) - chalice, crystball 8000-8999 Misc - items of no specific use or can not easily be sorted. 8001 clock (9) 8002 furniture (15) - These can be used as weapons, but probably shouldn't be. 8003 ten kilo 8006 bagpipe (24) - this is type key, probably shouldn't make it that obvious 8011 gravestone (38) 8012 boulders 8013 pillars 8015 flowers 8020 ice cubes
D. editable field (editable)
=============================
Editable sole meaning is for crossedit. Crossedit uses editable to determine what menu(s) the item should appear in. Crossfire does not use it at all.
The following table/values determine what menus the archetype will appear in. When looking at this table to determine what the value of editable should be, it is 2^(num-1). That is to say if you want it to appear in the 'shop' menu, it would be 2^6 and not 2^7. By default, objects default to editable 1 - that is to say, they become monsters.
Asterisk(*) marks groups that are really editable.
0 (0) None - Internal archetypes (spells, abilities, map, etc.) *1 (1) Monsters - all monsters, generators and NPC's *2 (2) Exits - all buildings, towns, teleprorts and other exits *3 (4) Treasures - Normally used maps as treasures *4 (8) Backgrounds - different backgrounds (floors, woods, etc.) *5 (16) Gates and door - everything that can be opened or closed *6 (32) Special - directors, spinners, firewalls *7 (64) Shop - All items needed in shops. *8 (128) Normal objects - sacks, signs, gravestone, furnitures etc. *9 (256) False walls - Walls that C. Animations (anim - mina) (facings)can be destroyed or broken through. 10 (512) Walls - different walls, caves, dungeons etc. 11 (1024) Equipments - mainly weapons and armours 12 (2048) Rest treasures - foods, scrolls, potions, jewels, etc 13 (4096) Artifacts - Named weapons, special armors, etc
An archetype can belong to several editable families, by adding the values together. For example, a value of 544 (512+32) would show up in both the special and walls menu.
E. Animations (anim - mina) (facings)
=====================================
This section will briefly try to explain how all the animation values (anim_speed,last_anim, FLAG_IS_TURNING and FLAG_ANIMATE work together.)
In the archetype specification, there is a anim/mina sequence which lists faces are used for animations. An example for the big dragon follows:
anim
dragon.171
dragon.172
dragon.173
dragon.172
dragon.131
dragon.132
dragon.133
dragon.132
mina
Anything that is animated must have such a sequence.
FLAG_ANIMATE (anim, mina)is used to inform crossfire that this object should be constantly animated. A case where an anim section as above is used but FLAG_ANIMATE is not set is for arrows and other objects in which the anim field is instead used to determine what face to draw for different facings of the object.
facings is used in conjunctin with FLAG_ANIMATE. This is a states the number of facing the objects has (2, 4, or 8 - 1 is the default). The number of faces in the anim/mina sequence must be a multiple of num facings..
Here is an example of using animation and facings:
anim
facings 2
fred.131
fred.132
fred.171
fred.172
mina
The facings go clockwise (1 north (up), 3 east (right), 5 south (down), etc).
If there are fewer than 8 facings (which is typical), the same rotational order is kept. So with only 2 facings, the first half in the group will be used when the creature is pointing to the right, second half to the left.
anim_speed is used to determine how often the object is animated. IF anim_speed is 0, then the object is animated anytime it gets an action. If anim_speed is nonzero, then every anim_speed ticks, the object is animated (irregardless of how fast the item is) last_anim is used internally only to determine how many ticks have passed since the item was last animated. anim_speed is useful for objects that otherwise move very slowly but which need to be animated more often. Note: If anim_speed is used, the object must still have a nonzero speed for it to work.
In terms of frequency of animations, 1/anim_speed = object speed. Thus if an object has speed of 0.2, its anim_speed is effectively 5.
F. Material types (material)
============================
Material bit
Paper 1 Iron 2 Glass 4 Leather 8 Wood 16 Organic 32 Stone 64 Cloth 128 Adamantite 256
The objects material affects how saving throws against an object affect it. Thus, if paper is hit by fire, it tends to burn up, while iron does not. You can look in common/living.c to see the exact values. Note that if the material type is 0 (no material) or is Adamantite, the object can not be harmed in any way.
An object can have multiple material types by adding these values together.
G. Item Power (item_power)
===========================
item_power measures how powerful and item is. This information is only relevant for items that are equipped - one time use items, monsters, walls, floors, do not use this.
When a player tries to equip something, the code goes through all the objects the player currently has equipped and sums up their item_power. The item_power of the object the player is trying to equip is also added. If this total exceeds the characters level, he is not allowed to equip the item.
In simple terms, the sum of all the players equip items item_power must be less than the characters level.
Powerful items should have a higher item_power value. This basically acts as a way to balance the items. It also prevents gifts from high level characters to newbies from being very useful - the item_power may prevent the low level character from equipping this items.
For items automatically generated by the treasure code, the following formula is used:
# enchantments power
0 0 1 0 2 1 3 2 4 3 5 5 6 8 7 11
An enchantment is:
Each plus an item has.
Each point an item increases an ability.
Each 20% protection an item gives (rounded normally, eg 0-9 counts as nothing, 10-29 counts as one, etc)
Each attacktype a weapon has.
Spell path adjustments
This same formula can be used for custom objects to figure out their item power.
While the item_power field in the object structure is signed, in general, there should not be objects with a negative item power. However, negative effects an item has may reduce the item power. Eg, a 'sword +4 (str +2)(wis -3)' would really be 3 enchantments.
Note: The enforcement of item power is currently not in use as of this writing (Aug 2002). Further refinement is needed on the power rating for items. However, if you are creating a new magic item, setting an appropriate item_power would save work later on.
H. Body Location
==================
The body locations information determines where the item is equipped onto the character. If the character does not have the slot available, they are prevented from equipping the item.
Some races may have a value of 0 for some locations, this denotes that they can not use that particular item (just won't fit on them).
For monsters/players, the body location information is positive values - this denotes how many locations they have for the different slots.
For items, the body location is negative, this denotes the spaces it uses up. Note that if multiple locations are set in an item, all of those spaces must be available to wear it (it is an AND operation, not an OR). Thus something that has body_neck -1 and body_head -1 means that both the head an neck must be available.
Currently defined list of locations:
load/save name # for humans What object types use it
body_range 1 Rod, horn, wand body_arm 2 bows (2), weapon, shield body_torso 1 armour body_head 1 helmet body_neck 1 amulet body_skill 1 skills (holy symbols, talismen, lockpicks, writing pens) body_finger 2 rings body_shoulder 1 cloak body_foot 2 boots body_hand 2 gloves body_wrist 2 bracers body_waist 1 girdle
Using body locations:
Using this information is quite easy - for objects, just add the approprate body_.. with a negative value. For monsters, put those in with a positive value. If a monster has a location to use an object, is is presumed in the code that the monster should pick up/equip objects into that location. Thus, setting these for monsters may not reall match what they have, eg, kobolds have arms, but it is still set to 0 so that they won't equip things. The above information largely replaces the CAN_USE information.
Note that the unqualified names above only refer to human locations. New locations for dragons or other creatures can easily be added.
Adding body locations:
The steps for adding a body location is as follows:
- Update the table above for documentation purposes.
- Update the NUM_BODY_LOCATIONS in include/object.h.
- Update the body_locations structure in common/item.c.
Be sure to read the comments above the structure. - Recompile
- Create some items that use these new locations.
Note that the code itself sees all this as abstract - it doesn't know what goes in what location, or even what each location is called. In fact, the location logic could even be done dynamically by a file.
I. Meaning of certain attributes for certain items:
========================================
All objects have strength, intelligence, wisdom, dexterity, constitution, charisma, experience, and spell points. However, how each is used
varies for different objects. Here is a PARTIAL rundown:
For rings, str, int, wis, dex, con and cha are modifiers to the users abilities.
For treasures (chests, random_???), hp is the number of items that should be generated. A chest with hp of 5 will generate 5 treasures, a random_scroll space with hp of 5 will generate 5 random scroll types (of which, each scroll type may number more than one - see the treasures
file for more information.)
For shop floors and treasures, exp is the difficulty to use for creating the treasure. If exp is 0 (which it is by default), then the
map difficulty is used instead.
For armour, last_sp (ARMOR_SPEED) is the maximum speed that the character can have while wearing that armor.
For armour, last_heal determines the penalty for spell point regeneration.
For exits:
slaying = The map which the exit leads to.
hp,sp = (x,y) of the destination on the new map.
4. SPECIAL OBJECTS
A. MAPS:
========
see doc/map-technical for this information.
B. HOLY_ALTARS
==============
(re-done code by Mark Wedel)
Holy altars are altars for the various religions. Praying at a holy_altar will make you a follower of that god, and if you already follow that god, you may get some extra bonus. Meaning of the fields
level: To re-consecrate an altar, the players skill level must be as high or higher than the level field. In this way, some altars can not be re-consecrated, while other altars, like those in dungeons, could be.
other_arch: The god that this altar belongs to. This replaces the title field that used to be used.
C. DISEASES
===========
by Peter Mardahl
The following describes some things about the archetype and implementation:
Stat Property Definition attacktype Attack effects Attacktype of the disease. usu. AT_GODPOWER. other_arch Creation object created and dropped when symptom moved. wc+ Infectiousness How well the plague spreads person-to-person magic+ Range range of infection Stats* Disability What stats are reduced by the disease (str con...) maxhp+ Persistence How long the disease can last OUTSIDE the host. value TimeLeft Counter for persistence dam^ Damage How much damage it does (%?). maxgrace+ Duration How long before the disease is naturally cured. food DurCount Counter for Duration speed Speed How often the disease moves. last_sp^ Lethargy Percentage of max speed--10 = 10% speed. maxsp^ Mana deplete Saps mana. ac^ Progressiveness How the diseases increases in severity. last_eat*^ Deplete food saps food if negative exp experience experience awarded when plague cured hp*^ ReduceRegen reduces regeneration of disease-bearer sp*^ ReduceSpRegen reduces spellpoint regeneration name Name Name of the plague msg message What the plague says when it strikes. race those affected races the plague strikes (* means everything) level Plague Level General description of the plague's deadliness last_grace Attenuation reduction in wc per generation of disease. This builds in a self-limiting factor.
Explanations:
* means this # should be negative to cause adverse effect. + means that this effect is modulated in spells by ldur ^ means that this effect is modulated in spells by ldam
attacktype is the attacktype used by the disease to smite "dam" damage with.
wc/127 is the chance of someone in range catching it.
magic is the range at which infection may occur. If negative, this is not level dependent.
Stats are stat modifications. These should typically be negative.
maxhp is 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.
value is the counter for maxhp, it starts at maxhp and drops...
dam if positive, it is straight damage. If negative, a %-age.
maxgrace how long in "disease moves" the disease lasts in the host, if negative, permanent until cured.
food if negative, disease is permanent. Otherwise, decreases at <speed>, disease goes away at food=0, set to "maxgrace" on infection.
speed is the speed of the disease, how fast "disease moves" occur.
last_sp is the lethargy imposed on the player by the disease. A lethargy of "1" reduces the players speed to 1% of its normal value.
maxsp how much mana is sapped per "disease move". If negative, a %-age is taken.
ac every "disease move" the severity of the symptoms are increased by ac/100.
(severity = 1 + (accumlated_progression)/100)
last_eat increases food usage if negative.
last_grace Reduction in the diseases' contageousness everytime it infects someone new. This limits how many generations a disease can propagate.
For SYMPTOMS:
Stats modify stats hp modify regen value progression counter (multiplier = value/100) food modify food use (from last_eat in DISEASE) maxsp suck mana ( as noted for DISEASE) last_sp Lethargy msg What to say speed speed of movement, from DISEASE
other_arch = which archetype to convert into slaying = which archetype to convert from sp = how many other_arch to create food = how many items are needed to convert into <sp> other_arch
E. BOWS & ARROWS:
=================
Missile weapons
Missile weapons (type BOW) can be used to shoot missiles(type ARROW). The most common wepons are bows and crossbows but other weapons are also easy to implement (e.g. a sling). The following variables have the same meaning for both weapons and bullets:
race = type of missile (indentifies weapon and missile pairs) dam = the basic damage wc = the basic wc magic = the magic bonus
And these two used only for arrows.
hp = the basic damage (internal use) sp = the basic wc (internal use) food = the breaking probability after a shot (0-100)
And these two are for bows.
sp = the shooting speed (% of normal speed, 1-100)
no_strength = player's strength or monster's level doesn't
affect the damage done by bow.
The other variables has their normal meanings.
F. object creating objects
==========================
by peterm
What a creator is, is an object which creates another object when it is triggered. The daughter object can be anything. (yet another way other than runes to create surprise monsters, though runes are better for that, they're smarter at placing monsters)
You've seen a creator demonstrated if you've solved the Tower of Demonology: when you summon a demon you also get some firetrails
Creator object: an object which creates other objects. It is usually invisible.
other_arch = the object to create connected what will trigger it (button, magic ear) hp = number of times to create before dissappearing lifesave = if 1, it will create the object every time it's triggered, and never disappear
slaying = the name the created object will bear level = the level the created object will have
G.Player Movers
===============
by peterm
Player movers are objects which move objects above them. These objects must be alive. They are directional, so players can be made to move in a pattern, and so can monsters.
Motion is involuntary. Additionally, players or monsters can be paralyzed so that they MUST move along a chain of movers.
Multisquare monsters can be moved by movers, however enough space is required.
Here is the meaning of various fields:
attacktype: if nonzero, paralyzes anyone it moves (so they are forced to move along a chain). Default values is 0 maxsp: the number of moves that the paralysis will rob the player of, if unset, and attacktype is nonzero, this becomes 2. By default, it is zero. maxhp: if nonzero, flying objects will be moved also (default 0) speed: how fast a chain of these will move a player along (default -0.2) sp: the direction--if unset (0) motion is random. level: if nonzero, players will be moved as well as monsters. 0 by default. lifesave: whether it can be used up, meaning is opposite, it may go away if lifesave is set. Default is not set. hp: if lifesave is set, the number of times (-1) it will move a player (i.e., it will move someone hp+1 times before it vanishes.). default 0
Note from Mark: Player Movers and Directors are seperate objects, even though they look and act similar. Directors only do spells/missiles, however, while player movers only do living creatures (depending on how it is set)
H. Magical Walls -- walls that cast spells
============================================
Magical walls are like other walls, except every now and then, they fire spells.
Magical walls can contain any spell. However, some spells do not operate very successfully in them. The only way to know is to test the spell you want to use with a wall.
Several types of magical walls are predefined for you in the archetypes, and can be found on a pick-map available in crossedit.
If you want a magical wall which is not already defined, all you need to do is choose one of the predefined walls, and modify the 'dam' variable. The 'dam' variable contains the index of the spell. See include/spellist.h to find your desired spell.
Meaning of archetype fields:
field: Meaning:
dam spell the wall will cast sp integer direction the wall will cast the spell. If 0, the wall will cast the spell in random direction. ac armour class of wall exp experience value of the wall speed speed of the wall--you can fine-tune how fast the wall will cast spells alive 1 means it can be attacked, 0 means not hp, maxhp hit points immune immunity OR mask type for magical walls, this is 62 other_arch obsolete now, means nothing maxsp has to do with turning walls. The wall will turn by 'maxsp' every time it fires, changing face. To make a wall turn, it is sufficient to set this to 1. Setting it to 8 or any multiple thereof is an exercise in futility. level The level the spell will cast spells at. Level 1 walls will cast spells at minimal strength. Level 100 walls will cast deadly spells. connected either rotate the wall or trigger it. If triggering, set speed to 0 for best results.
container <xxx> : the maximum weight the container can hold
(stored internally in weight_limit)
Str <xx> : reduces the weight of the objects in the container
0 == no reduction, 100 = weightless
("Brian Thomas" <thomas@astro.psu.edu>)
last_sp field is used to determine what will happen to the monster when the floor is activated:
(based on value that last_sp takes):
0: 'furious' Makes all monsters aggressive
1: 'angry' As above but pets are unaffected
2: 'calm' Makes all monsters unaggressive
3: 'sleep' Puts all monsters to sleep
4: 'charm' Makes monster into a pet of person who triggers the square. This setting is not enabled for continous operation
K. Altars, Triggers, Detectors and other connected items:
=========================================================
Note: This is not quite complete documentation, but is correct as far as it goes (0.92.1)
slaying: What the sacrifice must match. It either matches the archetype name (internal value only), object name, or slaying field of object. "money" is a special case - in this case, an exact name is not needed, any types of money will match.
food: How many objects must be sacrificed. If slaying is money, then the value of the money must be greater than the food value (ie, if food=200, then 200 sp, 20 gp, or 4 pp will all work.) Note that this is stored in a 16 bit signed value - thus the maximum is 32767.
msg: What to print when the altar is activated.
connected: A link to another object to activate.
sp: Spell number to cast when activated.
level: What level to cast the spell at.
hp: If set, use hp to match to that object type.
Note: For all sacrifice types, the number to activate the altar must be in one object. Thus, in the above money example, 100 sp and 10 gp would not work. Likewise, if the needed sacrifice was 2 swords, 1 normal sword and 1 +1 sword would not work, even though 2 of either one would.
Quick summary of the different altars:
TRIGGERS:
---------
TRIGGERS are slightly different than normal buttons/pedestals/whatever in that they reset after a short amount of time. Thus, they can be used to open a door for a short amount of time. Triggers use stats.wc as a temporary storage value to note activation.
stats.exp is used do determine when the trigger resets. A smaller value means faster reset.
stats.ac is used to store the old value of the condition for TRIGGER_BUTTON and TRIGGER_PEDESTAL to trigger only when condition changes from false to true.
TRIGGER_BUTTON: if weight on the button is greater than the weight value for the trigger, push a trigger.
TRIGGER_PEDESTAL: IF a matching object is on top of the pedestal, then trigger a trigger.
TRIGGER_ALTAR: Takes a sacrifice, then pushes a trigger. If "last_sp 0" is set, the altar will trigger the connected value TWO times per sacrifice: Once by dropping the sacrifice, second by altar reset. If "last_sp 1" is set, the altar won't trigger the connected value by reset - Hence, only ONE time per sacrifice.
TRIGGER (handle): Pushes a trigger.
Note: At one time, there was a difference between triggers and buttons - they were considered different types for activation. However, now they are all the same - a button can push a trigger, and vice versa. And of course, triggers can activate other triggers, and the same for buttons.
PEDESTALS:
----------
These are sort of combo buttons & altars. If the pedestals race matches the slaying of an object on top (race of player matches any player), then push the connected objects. By default, pedestals match players. They differ from buttons in that specific objects activate them (vs an amount of weight.) They are different from altars in that the object that activates them does not disappear.
Inventory checkers (64)
-----------------------
Inventory checkers passively check the players inventory to see if it contains some object. Thus, you can make portals which you can't pass through if you contain certain objects.
slaying: Object name we are looking for.
race: archetype name we are trying to match for.
hp: match on object with that type value.
last_heal: Remove object if found.
last_sp: If set, than having that object is a match. If 0, then not having that object is a match.
connected: Value to to push.
no_pass: If set, you can only pass through that space if you be allowed to depending on last_sp determines if having/not having is the match criteria.) if no_pass is 0 (default), then the inventory only acts as a trigger/button.
General usage notes: Putting a check_inventory space in front of a gate with another on the other side works reasonably well as a control mechanism. Note, however, that other people may still be able to slip by. To get around this, use the no_pass to 1, and put it in the space you want to control (probably makes sense to put a fake door or other object there to make it a little more obvious what is going on.)
DETECTOR:
---------
This object samples the square its in, and if it finds an object named in the slaying field, it toggles its connected value. Detectors are a lot like pedestals - the only really difference is that they sample thespace periodically, where as pedestals will get triggered the instant something is dropped. The use for pedestals is to add some indeterminate time delay (indeterminate since you can never be sure at what point in its timing the player will actually drop something on the detector.) Personally, I don't see much if any use for detectors. (The author of this last sentence didn't realize that if you blow a spell over a detector, it may be detected, but a pedestal won't notice it.)
slaying name of the thing the detector is to look for
* note: FORCEs with slaying fields == slaying field of detector will be detected.
speed time between samples connected connected value of detector
sp 1 if detection sets buttons,
-1 if detection unsets buttons
hp 1 if it is to search through an inventory of an object sitting over it
MARKER:
-------
This object inserts a force into a player who stands on it. This force does nothing except contain a string in its slaying field which can be discovered by a detector.
slaying = the code speed how quickly it will mark something standing on it
food = duration of the force it inserts. If nonzero, the duration is finite: about 1 food per 10 seconds
name = slaying field of a force to remove.
NOTE ABOUT ALL CONNECTED ITEMS:
Whenever an object that is connected gets activated, all other objects with the same connected tag also gets pushed. For some objects (pedestals, inventory checkers) this is likely to be meaningless. However, if something like an altar is pushed in this fashion, it will no longer be usuable (only take one sacrifice, and being activated in this fashion makes it so that it looks to have been activated.)
One trick for connected objects that you want activated once: Set your initial connects to a set (or multiple sets) of iron spikes that are in a 2x1 enclosed area. On top of the spikes, put a boulder, and on the other space, put a large button that is then connected to whatever object. Thus, when the spikes are activated, they push the boulder to the other space, that then activates whatever is desired.
msg: what to print when applied.
food: how many times the sign can be read.
last_eat: how many times the sign has been read (only used internally.)
If food is zero, there is no limit on how many times the sign can be read.
M. POISONOUS BOOZE:
==================
stats.hp Poison player or monster that applies this booze with stats.hp poison damage.
stats.hp must be greater 0 to do damage. It used to be less than 0 for -stats.hp direct damage, but that has changed. stats.hp <= 0 now means nodamage at all, just loss of 25% food.
5. Flags & specifications: (usage: flag value)
Note: the flags are case sensitive.
G = generator. O = object.
Note (961129): These notes look correct as far as they go. However, oftentimes, the real effect in game terms might be more complicated than list here. As an example: Exp value is just base - it will be further modified based on stats, levels, and potentially skills.
Flag syntax Value
=========== =====
Object <name> name of O, internal refs only.
name <name> name of O as seen in the game.
race <name> race of O, internal.
slaying <name> Those O's with this race receives 2x damage.
other_arch <other obj> which other O this G generates. More use between linked object defs.
anim
. which bitmaps to use in animation of the O.
. If TEAR_DOWN flag is set, this contains the different
. stages of being destroyed.
face name Name of the face (ie, food.111)
.
mina
end terminates definition of this O.
last_heal <no> Internal use (for regaining hit-points)
last_sp <no> Internal use (for regaining spell-points)
last_eat <no> Internal use (for consuming food)
speed <no> speed of O. A negative number means that speed_left
will be randomized when the object is loaded.
speed_left <no> speed of O remaining, internal.
slow_move <no> Slow-down factor for player walking on this O.
face <bmap no> bitmap first drawn for O.
Str,Dex,Con,
Wis,Cha,Int <no> default ability for O.
hp,maxhp,sp,maxsp <no> default value for O hitpoints, spellpoints.
maxsp In main.c:fire() which arrowtype to use
Number equal to to the arrows type definition.
exp <no> Xp gained for killing O.
food <no> nutrition value for O. *DANGEROUS* as it's also
used to contain internal values for non-edible
objects. This should be changed in future.
dam,wc,ac <no> default damage, weaponclass, armorclass.
dam 0 gives a 'friendly' monster ;)
wc main.c:move_gate(). Is used by gates to indicate in
which position they are.
x,y <no> relative coords for bmap when using large objects.
x=y=0 is default, x=1 is second bmap in first row etc.
nrof <no> No. of O:s. 0 means that objects of this type
are not to be joined/split (it's a lone object).
level <no> O:s level.
direction In which direction (1=north, 8=north-west) this O is
moving (flying). Simple schematic of the dirs:
812
7-3
654
type <no> the object as defined in 'defines.h'
material <no> the sum of materials in this O. (see materials.)
value <no> the value for this O.
weight <no> the weight for this O.
carrying sum of the weight of objects within this object.
attacktype <no> type of attack from O. (see attacks)
invisible <1> set if O is invisible.
magic <no> magic modifier of O. (bracers +3 has magic 3)
state internal. Used when animating the object
alive <1> set if O is alive (can be attacked).
applied set if object is readied/worn/etc.
unpaid set if object is unpaid (internal)
no_pick <1> set if O can't be taken.
no_pass <1> set if O can't be passed. (eg, a closed door)
walk_on <1> O is applied by anything walking onto it.
walk_off <1> O is applied by anything walking off it.
fly_on <1> O is applied by anything flying onto it
fly_off <1> O is applied by anything flying off it.
is_animated <1> set if O is animated.
flying <1> set if O is flying (used in fly_on/fly_off).
monster <1> set if O is a monster.
friendly Not used yet.
generator <1> set if O is a generator.
auto_apply <1> O is applied when it is loaded (for instance, some
chests open automatically when the map is loaded)
treasure <1> not used yet.
apply_once <1> not used yet
see_invisible <1> set if O can see invisible player.
can_roll <1> set if O can be rolled.
is_turnable <1> set if O can be turned 'automagically'
is_used_up <1> bizarre. O is used up after created, eg an explosion.
identified <1> true if the item has been identified.
reflecting <1> set if O is reflective.
changing <1> set if O will change appearance.
splitting <1> set if O will divide.
hitback <1> set if O hits when being hit.
blocksview <1> set if O blocks line of sight.
undead <1> set if O is undead.
scared <1> internal (O is running away from players right now)
unaggressive <1> internal (not used yet)
color_fg <no> foreground color of O. Remember to set face/anim first!
color_bg <no> background -"- - "" -
reflect_missile <1> set if O throws back missiles.
reflect_spell <1> set if O throws back spells (some).
no_magic <1> set if O totally resists magic (*use with care*)
tear_down <1> set if O can be torn down (using animations and hp).
run_away <no %> percentile of hp left which causes monster to flee.
pass_thru <1> set if O can be passed thru by objects <below>.
can_pass_thru <1> set if O can pass thru objects <above>
pick_up <value> Which items monster will pick up (see pickup (above))
6. TREASURES (and Abilities)
The treasures are kept in LIBDIR/treasures. Their format is:
treasure <name>
<item>
more
<item>
end
Also, 'treasure' above can instead be 'treasureone'. This means that only 1 item on that list will be generated. The chance for all objects on that list are summed together, and one is then generated.
And the format for an item is:
arch <name>
nrof <n (random 1 to n items generated)>
magic <max-magic>
chance <1-100%>
yes
<item>
no
<item>
end (or "more", if this is not the last element)
If "magic" or "nrof" is omitted, it is set to 0.
If "chance" is ommitted, it is set to 100%.
"yes" tells what can be generated if this item was generated.
"no" tells what can be generated if this item was not generated.
"yes" and "no" can of course be omitted.
Note: the 'no' and 'yes' fields are meaningless in treasureone treasurelists.
Also, instead of an item, a list to transfer to can be used instead. The format is the same as for an object, but instead 'list <list>' is used instead of 'arch <name>'.
For list transitions, the chance, yes and no fields have the same meaning. 'magic' is used to determine the difficulty required to transfer to the new list.
If the list is of type 'treasureone', and a list transition fails, what happens next is determined by the 'nrof' field. If it is zero, no object is generated. If 'nrof' is one, than another attempt is made to generate an item (or list transition) from that treasurelist. There is a maximum number of attempts that can be made.
Also, a reserved list name of 'NONE' is allowed. This means that no item should be generated (of relevence only on treasureone lists.)
To use such a treasure, just put "randomitem <name>" into any archetype in the archetype-file. Random treasure will then be generated whenever such a monster is generated by generator, or when a map containing such <monsters> is loaded for the first time.
ABILITIES
Adding in invisible objects like known spells and skills gives these abilities to the object.
for example:
treasure pirate
arch skill_stealing
chance 50
arch skill_throwing
no
arch skill_punching
end
more
arch heart
chance 5
more
list standard
end
or
treasure skeletalmage
list standard_old
more
arch ability_fear
more
arch ability_frostbolt
chance 67
end
Treasure lists of gods are special. See below.
GOD INTERVENTION:
Treasure lists of gods are special. They must be of 'treasure' type, not 'treasureone', and the 'yes' and 'no' fields must not be used. The contents of a god's treasure list is not used by create_treasure(), but by god_intervention() which traverses this list from beginning to end until an item causes an action. The "chance" in the treasure list can be used to randomly skip items, but items that don't have an effect (e.g. healing follower, but follower isn't injured) will be skipped anyway. The meaning of the different items in the list is:
Treasure list reference:
Such a list is passed to create_treasure() with flag GT_STARTEQUIP. The generated treasure is put into the followers inventory. The follower can get unlimited amounts of this treasure just by praying long enough. See below ("other visible items") for an alternative way of giving items to followers.
Invisible books (with specific names):
Can be accessed through determine_holy_arch() which will return the item's other_arch field. For example, such book with name "avatar" determines the avatar archetype for the "summon avatar" prayer.
Invisible book with name "grace limit":
If follower doesn't have maximum grace, or follower's grace is less than item->stats.grace, a "holy possession" prayer is invoked and the function returns. Can be used to limit the lower part of the treasure list to followers with much grace.
Invisible book with name "restore grace":
If the follower's grace is negative, sets the grace to a small positive value and returns.
Invisible book with name "restore hitpoints":
If the follower's hitpoints are not at their maximum, sets hitpoints to maximum and returns.
Invisible book with name "restore spellpoints":
Can restore the followers spellpoints. The maximum spellpoints for this effect are calculated using this formula:
max = follower->stats.maxsp * (item->stats.maxsp / 100.0)
In other words, the item's stats.maxsp is the maximum in percent relative to the followers normal spellpoint maximum. If the followers current spellpoints are below 50% of 'max', they are set to a random value between 50% and 100% of 'max', and the function returns.
Invisible book with name "heal spell":
Casts a heal spell (which spell is determined by item's slaying or stats.sp field) and returns if the spell was successful.
Invisible book with name "remove curse":
Removes curse from all cursed (but not damned) items, returns if curse was removed from at least one item.
Invisible book with name "remove damnation":
Removes curse and damnation from all cursed or damned items, returns if curse or damnation was removed from at least one item.
Invisible book with name "heal depletion":
Removes all depletion effects and returns unless the follower's stats were not depleted.
Invisible book with name "voice_behind":
The follower hears a voice from behind. item->msg is what the voice says. Always returns.
Invisible book with name "message":
The follower receives item->msg as a simple message. Always returns.
Invisible book with name "enchant weapon":
The follower's weapon is enchanted in various ways. item->level affects how much the weapon is enchanted, higher value means less enchantment.
Invisible spellbooks:
If the prayer in the book is not yet known to the follower, and the follower has the required level, teaches the prayer to the follower and returns. The prayer is determined by item's slaying field.
Visible spellbooks:
If the prayer in the book is not yet known to the follower, the follower has the required level, and the follower doesn't already have a spellbook with that prayer, gives a copy of this spellbook to the follower and returns. The item must have FLAG_STARTEQUIP. The prayer is determined by item's slaying field.
Other visible items:
If the follower doesn't already have this or a similar item (with same type, name, title, msg and slaying fields), gives a copy of this item to the follower. You have to set FLAG_STARTEQUIP in the archetype yourself if you wan't the copy to have this flag. This method (with FLAG_STARTEQUIP set) should be prefered for giving items to followers, because it is rather safe to use. The amount is limited, because if the follower wants more of it he has to go back to an altar of his god. He can't pray an hour over an altar and then go fighting with a hundred potions of restoration.
Other invisible items:
If the follower doesn't already have it this item, gives it, similar to visible items. Except, it ALWAYS gives it, upon conversion. And on conversion to another religion, it is ALWAYS removed. Signs and forces and skills may not be given/taken this way.
7. Misc change description:
The following area describes various comments about various pieces of code. In general, the information describes a basic idea of how things work. The following may not really be necessary, but I figure that it is probably worth saving, and this seemed to be as good as place as any.
LIGHTING CODE (by Brian Thomas):
- fast calculation of lighting. For players los (line- of sight)is calculated from a linked list of nearby lights. For monsters, no loss is calculated, rather a modified check_wakeup routine is used to see if they will follow/attack players. Monsters with can_see_in_dark act normally in dark areas.
- New attacktype -AT_BLIND. This is a pretty severe penalty for monsters and players alike. Players cant see any square but thier own, monsters can only attack/follow players who are in an adjacent square. Need to make the monsters stumble around when no player is near, rather than the current way in which they stand around waiting to get "ace'd". Undead cannot be blinded, nor should be effected by darkness. For other monsters, if they have immunity to blindness or can see invisible, they are uneffected by AT_BLIND attacks.
- New spells. Some magician, some clerical. They work, but may need to be adjusted for playbalance. Normal spells available include: "light", "darkness", "sunspear", "faery fire" and "dark vision". All spells (but darkvision) work (do something) whether the lighting code is used or not.
- Modified archetypes and artifacts list to encompass changes to the code from lighting. Also, some new archs instroduced, namely "flint and steel" for lighting stuff on fire and"torch" a source of light.
8. How to add new values
This section details how to add new fields/flags to an object structure.
1) Send mail to the development list to make sure that a new element is reallyadded.
For flags:
2) Update the FLAG_.. entries in include/define.h for your new flag. Recycle unused values if possible - there may be cases where you want to group the new flags together. If you are adding beyond the end of the existing values, update the NUM_FLAGS entry
3) Decide the name of your flag as loaded/saved in objects. The default syntax is the name you assigned in step 2 above, minus the leading flag_ part.
4) In the common/loader.l, update the load section (where the code is mostly ^value SET_OR_CLEAR(...)) add your entries in.
5) update the flag_names in common/loader.l. The location of your names _must_ be in the same array location as the FLAG_ value.
6) Update other areas of the code that you presumably know about that will use these flag values.
7) As appropriate, update the arch files and rebuild.

