--- deliantra/server/pod/objects.pod 2008/10/05 14:16:13 1.28 +++ deliantra/server/pod/objects.pod 2009/11/29 09:41:28 1.34 @@ -35,13 +35,13 @@ This is an example of an archetype: - Object button_trigger + object button_trigger name button type 30 - face button_sma.111 + face button_sma.x11 anim - button_sma.111 - button_sma.112 + button_sma.x11 + button_sma.x12 mina is_animated 0 exp 30 @@ -113,9 +113,10 @@ =item I This field indicates how far an object glows. Default is a radius of 0 (no -glowing at all). +glowing at all). Negative glow radii darken areas - currently, negative +glow radii are stronger than positive ones. -=item I +=item I If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed on the active object list and will be processed each tick (see also speed_left!). @@ -123,7 +124,11 @@ If I drops below the MIN_ACTIVE_SPEED the object is removed from the active object list and it won't experience any processing per tick. -=item I +Negative speed settings in archetypes and files cause a speed_left +randomisation on load or instantiatian, but for calculations, the absolute +value is used always. + +=item I If this field is greater than 0 and the object is on the active list (mostly means it's speed is also greater than 0): @@ -265,9 +270,6 @@ After the new object is created the I field from the old object is copied into the new one. -When the old object was a B it's I fields value less 1 will be copied -to the new object. - =item FLAG_IS_A_TEMPLATE (internal use) This flag is set on the inventory of generators like Bs and Bs, @@ -333,6 +335,24 @@ description of the B type. How easy you can light an item depends partially on the material of the object. +=item FLAG_MONSTER + +Enables NPC behaviour in general (both monster AI and friendly AI). Numerous fields +change their meaning, including: + +=over 4 + +=item I + +Governs the "wake-up radius" - the radius within a monster detects an enemy. + +Also, I governs pathfinding intelligence: 8 and up means the monster +will partake in basic smell finding. 10 and up additionally spreads smell +knowledge, and 15 and up additionally will try to perturb the path as to +find shortcuts. + +=back + =back =head2 Description of type specific fields and behaviour @@ -448,9 +468,9 @@ restoration potion or improvement potion. See include/attackinc.h for the bits of these types. -If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION +If AT_DEPLETE is set the player will be restored and the "depletion" will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED -set the player will be drained a random stat by inserting an ARCH_DEPLETION +set the player will be drained a random stat by inserting an "depletion" into him. If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. @@ -502,7 +522,7 @@ =back -=head3 B - type 6 - Eatable stuff +=head3 B - type 6 - Edible stuff This is for objects that are representing general eatables like beef or bread. @@ -733,9 +753,9 @@ While flying the arrows I is decreased by 0.05 each time it's moved. If the I is above 10.0 it goes straight through the creature it hits and -it's I is reduced by 1. If the I is lower or equal 10.0 the arrow is -stopped and either sticked into the victim (see I field description) or -put on it's map square (if it didn't break, see description of the I field). +its I is reduced by 1. If the I is lower or equal 10.0 the arrow is +stopped and either stuck into the victim (see I field description) or +put on its map square (if it didn't break, see description of the I field). =item I @@ -957,7 +977,7 @@ If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can be used. -=item I +=item I If I is set the creator will create an object periodically, see I and I fields in the general object field description @@ -1066,58 +1086,6 @@ A type for any object that has no special behaviour. -=head3 B - type 82 - A lamp - -This object represents a lamp, that can be carried and switched -on and off and has a certain amount of fuel in it. - -A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype. -Each of them should point at the other one with it's I field. - -See the I field for the behaviour of a lamp object when it is applied. - -If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off -with a B, see also the description of FLAG_IS_LIGHTABLE. - -=over 4 - -=item I - -The radius of the light that the lamp emits, see also I in the -generic object flags description. - -=item I - -If FLAG_CHANGING is set the I field will indicate how fast the -lamp burns it's fuel (I). - -Setting FLAG_CHANGING makes only sense on the archetype which represents -the 'on' state of the lamp. - -See also the description of FLAG_CHANGING. - -Lamps which have no FLAG_CHANGING set would also make sense and represent -lamps that never burn up. - -=item I - -This is the field that points to the 'other' archetype which represents the -opposite state of the lamp. The newly from I derived object will -replace the current object and will get the value of I of the replaced object. - -Rationale: - -When the lamp (on) is applied a new object is derived from the archetype -in I and the I value is copied to it ('the fuel is -transferred'). The new lamp (off) object has to have a I field -which points to the archetype from which a lamp (on) can be derived. - -=item I - -This fields stands for the fuel of the lamp. - -=back - =head3 B - type 83 - Duplicators or: Multiplicators This type of objects multiplies objects that are above it when it is activated.