version 1.16 | | version 1.17 |
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E. BOWS & ARROWS -missile weapons | | E. BOWS & ARROWS -missile weapons |
F. Creators -object creating objects | | F. Creators -object creating objects |
G. Player Movers | | G. Player Movers |
H. Magical Walls -walls that cast spells | | H. Directors |
I. Containers | | I. Magical Walls -walls that cast spells |
J. Mood Floors | | J. Containers |
K. Altars, Triggers, Detectors and other connected items | | K. Mood Floors |
L. Signs | | L. Altars, Triggers, Detectors and other connected items |
M. POISONOUS BOOZ | | M. Signs |
N. Duplicators | | N. POISONOUS BOOZ |
| | O. Duplicators |
| | |
5. Flags & specifications for objects | | 5. Flags & specifications for objects |
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(i.e., it will move someone hp+1 times before it vanishes.). default | | (i.e., it will move someone hp+1 times before it vanishes.). default |
0 | | 0 |
| | |
| | subtype: a bitmask that specifies which of arch, name, and race affect the |
| | race and slaying flags. If unspecified (or zero), all will be searched. |
| | The LSB is arch, the next bit is name, and the third bit is for race. |
| | Table for the lazy: |
| | subtype 1: only arch |
| | subtype 2: only name |
| | subtype 3: arch or name |
| | subtype 4: only race |
| | subtype 5: arch or race |
| | subtype 6: name or race |
| | subtype 7: all three |
| | |
| | race: only affect objects with a arch/name/race matching this. |
| | |
| | slaying: don't affect objects with a arch/name/race matching this. |
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Note from Mark: Player Movers and Directors are seperate objects, even | | Note from Mark: Player Movers and Directors are seperate objects, even |
though they look and act similar. Directors only do spells/missiles, | | though they look and act similar. Directors only do spells/missiles, |
however, while player movers only do living creatures (depending on how it | | however, while player movers only do living creatures (depending on how it |
is set) | | is set) |
| | |
| | H. Directors |
| | ============ |
| | Directors are objects that change the direcion of objects moving through the |
| | air such as spells and missiles. As in the noted in the section on player |
| | movers, they act similar, however in constrast they only affect spells, |
| | missiles, or other flying projectiles. |
| | |
| | Here are the various fields: |
| | |
| | sp: the direction--if unset (0) motion is random. |
| | |
| | subtype: a bitmask that specifies which of arch, name, and race affect the |
| | race and slaying flags. If unspecified (or zero), all will be searched. |
| | See the section above on playermovers for what subtypes mean what. |
| | |
| | race: only affect objects with a arch/name/race matching this. |
| | |
| | slaying: don't affect objects with a arch/name/race matching this. |
| | |
| | |
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H. Magical Walls -- walls that cast spells | | I. Magical Walls -- walls that cast spells |
============================================ | | ============================================ |
Magical walls are like other walls, except every now and then, | | Magical walls are like other walls, except every now and then, |
they fire spells. | | they fire spells. |
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I. Containers | | J. Containers |
============= | | ============= |
container <xxx> : the maximum weight the container can hold | | container <xxx> : the maximum weight the container can hold |
(stored internally in weight_limit) | | (stored internally in weight_limit) |
| | |
0 == no reduction, 100 = weightless | | 0 == no reduction, 100 = weightless |
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J. Mood Floors | | K. Mood Floors |
============== | | ============== |
("Brian Thomas" <thomas@astro.psu.edu>) | | ("Brian Thomas" <thomas@astro.psu.edu>) |
last_sp field is used to determine what will happen to the monster | | last_sp field is used to determine what will happen to the monster |
| | |
is not enabled for continous operation | | is not enabled for continous operation |
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K. Altars, Triggers, Detectors and other connected items: | | L. Altars, Triggers, Detectors and other connected items: |
========================================================= | | ========================================================= |
Note: This is not quite complete documentation, but is correct as far | | Note: This is not quite complete documentation, but is correct as far |
as it goes (0.92.1) | | as it goes (0.92.1) |
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space, that then activates whatever is desired. | | space, that then activates whatever is desired. |
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L. Signs: | | M. Signs: |
======== | | ======== |
msg: what to print when applied. | | msg: what to print when applied. |
food: how many times the sign can be read. | | food: how many times the sign can be read. |
| | |
If food is zero, there is no limit on how many times the sign can be read. | | If food is zero, there is no limit on how many times the sign can be read. |
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M. POISONOUS BOOZE: | | N. POISONOUS BOOZE: |
================== | | ================== |
stats.hp Poison player or monster that applies this booze with stats.hp | | stats.hp Poison player or monster that applies this booze with stats.hp |
poison damage. | | poison damage. |
| | |
-stats.hp direct damage, but that has changed. stats.hp <= 0 now means no | | -stats.hp direct damage, but that has changed. stats.hp <= 0 now means no |
damage at all, just loss of 25% food. | | damage at all, just loss of 25% food. |
| | |
N. Duplicators: | | O. Duplicators: |
=============== | | =============== |
Duplicators copy or remove objects. Duplicators are triggered objects. | | Duplicators copy or remove objects. Duplicators are triggered objects. |
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