--- deliantra/server/pod/events.pod 2006/09/17 14:22:28 1.4 +++ deliantra/server/pod/events.pod 2006/12/10 20:15:58 1.6 @@ -50,6 +50,20 @@ between instances). If this is not the behaviour you need, you have to adjust the B object as you see fit. +=head3 add_bonus (item creator difficulty max_magic flags) + +A basic item has been created (e.g. for shops, monsters drops etc.) +that needs bonus values applied. The B object is a template +object that can be used to inherit stuff (and can be NULL). Flags is a +combination of GT_ENVIRONMENT (???) or GT_STARTEQUIP (set FLAG_STARTEQUIP +on item or set its value to 0) or GT_MINIMAL (???) + +When overriden, built-in bonus generation is skipped, otherwise +treasure generation continues as it would without this hook. + +In general, if flags != 0 or creator != 0 you should just return and leave +item generation to the standard code. + =head3 destroy (object) Invoked when the crossfire object gets destroyed, and only when the object @@ -309,7 +323,8 @@ =head3 enter (map player x y -- ) Invoked whenever a player tries to enter the B, while he/she is still -on the old map. Overriding means the player won't be able to enter. +on the old map. Overriding means the player won't be able to enter, and, +if newmap/x/y are given, will be redirected to that map instead. =head3 leave (map player -- ) @@ -320,3 +335,4 @@ Invoked whenever something activates a B on the B. If B is true the connection was 'state' and if false it is 'released'. +