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elmex |
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=head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION |
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Here is all information about the object types Crossfire+ |
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supports at the moment. This is not a complete documentation (yet) |
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and browsing the source is still recommended to learn about |
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the objects that aren't documented here. |
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This documentation is in a sketchy state. It's mostly |
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used to collect notes about the internal behaviour of the |
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objects. |
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=head2 About archetypes and objects |
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Field denotes an attribute of an archetype. |
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This is an example of an archetype: |
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Object button_trigger |
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name button |
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type 30 |
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face button_sma.111 |
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anim |
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button_sma.111 |
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button_sma.112 |
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mina |
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is_animated 0 |
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exp 30 |
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no_pick 1 |
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walk_on 1 |
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walk_off 1 |
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editable 48 |
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visibility 50 |
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weight 1 |
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end |
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This archetype has the name 'button_trigger' and the objects that |
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inherit from this archetype have the name 'button'. |
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The next field 'type' decides the main behaviour of this archetype. |
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For a comprehensive list of types see include/define.h. For this case |
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you might find a line like: |
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#define TRIGGER_BUTTON 30 |
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The server internally works with objects that 'inherit' attributes from |
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an archetype. They have a similar set of attributes. |
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The following documentation will also document the meaning of code internal |
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attributes of objects. These attributes are marked as '(internal)' and can't |
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or shouldn't be set by an archetype. If the internal names differs the |
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external name (for the archetypes) for the attribute is written behind it. |
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=head2 Description of generic archetype and object attributes |
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=over 4 |
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=back |
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=head2 Description of type specific attributes |
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The beginning of the headers of the following subsection |
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are the server internal names for the objects types, see include/define.h. |
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The numeric values are maybe not 100% accurate, as the code is a changing |
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target, please consult include/define.h in doubt :-) |
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=head3 WEAPON - type 15 - Weapons |
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This type is for general hack and slash weapons like swords, maces |
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and daggers and and .... |
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=over 4 |
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=item weapontype <type id> |
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decides what attackmessages are generated, see include/define.h |
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=item attacktype <bitmask> |
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bitfield which decides the attacktype of the damage, see include/attackinc.h |
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=item dam <integer> |
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amount of damage being done with the attacktype |
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=item item_power <level> |
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the itempower of this weapon. |
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=item name |
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the name of the weapon. |
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=item level (internal) |
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The improvement state of the weapon. |
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If this field is greater than 0 the 'name' field starts with the |
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characters name who improved this weapon. |
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=item last_eat (internal) |
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seems to be the amount of improvements of a weapon, |
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the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): |
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((who->level / 5) + 5) >= op->last_eat |
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=item last_sp |
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the weapon speed (see magic description) |
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=item food <integer> |
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addition to food regeneration of the player |
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=item hp <integer> |
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addition to health regeneration |
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=item sp <integer> |
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addition to mana regeneration |
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=item grace <integer> |
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addititon to grace regeneration |
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=item gen_sp_armour <integer> |
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the players gen_sp_armour field (which is per default 10) is added the <integer> amount. |
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gen_sp_armour seems to be a factor with which gen_sp in do_some_living() |
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is multiplied: gen_sp *= 10/<integer> |
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meaning: values > 10 of gen_sp_armour limits the amout of regenerated |
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spellpoints. |
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generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
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sp regeneration. |
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=item body_<body slot/part> |
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the part of the body you need to use this weapon, possible values should be |
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looked up in common/item.C at body_locations. |
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=item resist_<resistnacy> <integer> |
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this is the factor with which the difference of the players resistancy and 100% |
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is multiplied, something like this: |
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additional_resistancy = (100 - current_resistanct) * (<integer>/100) |
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if <integer> is negative it is added to the total vulnerabilities, |
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and later the total resistance is decided by: |
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'total resistance = total protections - total vulnerabilities' |
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see also common/living.C:fix_player |
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=item patch_(attuned|repelled|denied) |
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this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
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for the pathes. |
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=item luck <integer> |
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this luck is added to the players luck |
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=item move_type |
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if the weapon has a move_type set the player inherits it's move_type |
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=item exp <integer> |
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the added_speed and bonus_speed of the player is raised by <integer>/3. |
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if <integer> < 0 then the added_speed is decreased by <integer> |
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=item weight |
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the weight of the weapon |
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=item magic |
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the magic field affects the amounts of the following fields: |
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- wc : the players wc is adjusted by: player->wc -= (wc + magic) |
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- ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 |
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- dam: the players dam is adjusted by: player->dam += (dam + magic) |
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- weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 |
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(minium is 0) |
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=item ac <integer> |
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the amount of ac points the player's ac is decreased |
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=item wc <integer> |
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the amount of wc points the player's ac is decreased |
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=back |
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=head4 Player inherits following flags from weapons: |
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FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH, |
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FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD |