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Revision 1.30 by elmex, Mon Jan 12 00:17:23 2009 UTC vs.
Revision 1.36 by root, Fri Mar 26 20:30:32 2010 UTC

33This document does explain the behaviour of the objects and the meaning of 33This document does explain the behaviour of the objects and the meaning of
34their fields in the server engine, which are derived from archetypes. 34their fields in the server engine, which are derived from archetypes.
35 35
36This is an example of an archetype: 36This is an example of an archetype:
37 37
38 Object button_trigger 38 object button_trigger
39 name button 39 name button
40 type 30 40 type 30
41 face button_sma.111 41 face button_sma.x11
42 anim 42 anim
43 button_sma.111 43 button_sma.x11
44 button_sma.112 44 button_sma.x12
45 mina 45 mina
46 is_animated 0 46 is_animated 0
47 exp 30 47 exp 30
48 no_pick 1 48 no_pick 1
49 walk_on 1 49 walk_on 1
114 114
115This field indicates how far an object glows. Default is a radius of 0 (no 115This field indicates how far an object glows. Default is a radius of 0 (no
116glowing at all). Negative glow radii darken areas - currently, negative 116glowing at all). Negative glow radii darken areas - currently, negative
117glow radii are stronger than positive ones. 117glow radii are stronger than positive ones.
118 118
119=item I<speed> <number> 119=item I<speed> <float>
120 120
121If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 121If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
122on the active object list and will be processed each tick (see also speed_left!). 122on the active object list and will be processed each tick (see also speed_left!).
123 123
124If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed 124If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
125from the active object list and it won't experience any processing per tick. 125from the active object list and it won't experience any processing per tick.
126 126
127Negative speed settings in archetypes and files cause a speed_left
128randomisation on load or instantiatian, but for calculations, the absolute
129value is used always.
130
127=item I<speed_left> <number> 131=item I<speed_left> <float>
128 132
129If this field is greater than 0 and the object is on the 133If this field is greater than 0 and the object is on the
130active list (mostly means it's speed is also greater than 0): 134active list (mostly means it's speed is also greater than 0):
131 135
132 - speed_left is decreased by 1 136 - speed_left is decreased by 1
138 142
139This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED) 143This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
140the more seldom the object is processed. And the higher I<speed> is 144the more seldom the object is processed. And the higher I<speed> is
141the more often the object is processed. 145the more often the object is processed.
142 146
143=item I<connected> <number> 147=item I<connected> <identifier>
144 148
145When this field is set the object will be linked to a connection with the 149When this field is set the object will be linked to a connection with the
146id <number>. What happens when the connection is 'activated' depends on the 150same <identifier>. What happens when the connection is 'activated' depends on the
147type of the object. 151type of the object.
148 152
149FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control 153FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
150when to activate the object, see description of these below for further details. 154when to activate the object, see description of these below for further details.
151 155
328=item FLAG_IS_LIGHTABLE 332=item FLAG_IS_LIGHTABLE
329 333
330This flag indicates whether a B<LIGHTER> can light this object. See also the 334This flag indicates whether a B<LIGHTER> can light this object. See also the
331description of the B<LIGHTER> type. How easy you can light an item depends 335description of the B<LIGHTER> type. How easy you can light an item depends
332partially on the material of the object. 336partially on the material of the object.
337
338=item FLAG_MONSTER
339
340Enables NPC behaviour in general (both monster AI and friendly AI). Numerous fields
341change their meaning, including:
342
343=over 4
344
345=item I<wis>
346
347Governs the "wake-up radius" - the radius within a monster detects an enemy.
348
349Also, I<wis> governs pathfinding intelligence: 8 and up means the monster
350will partake in basic smell finding. 10 and up additionally spreads smell
351knowledge, and 15 and up additionally will try to perturb the path as to
352find shortcuts.
353
354=back
333 355
334=back 356=back
335 357
336=head2 Description of type specific fields and behaviour 358=head2 Description of type specific fields and behaviour
337 359
444This field has some special meaning in potions, currently the 466This field has some special meaning in potions, currently the
445bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 467bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
446restoration potion or improvement potion. 468restoration potion or improvement potion.
447See include/attackinc.h for the bits of these types. 469See include/attackinc.h for the bits of these types.
448 470
449If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION 471If AT_DEPLETE is set the player will be restored and the "depletion"
450will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED 472will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
451set the player will be drained a random stat by inserting an ARCH_DEPLETION 473set the player will be drained a random stat by inserting an "depletion"
452into him. 474into him.
453 475
454If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 476If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
455When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 477When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
456 478
498 520
499=back 521=back
500 522
501=back 523=back
502 524
503=head3 B<FOOD> - type 6 - Eatable stuff 525=head3 B<FOOD> - type 6 - Edible stuff
504 526
505This is for objects that are representing general eatables like 527This is for objects that are representing general eatables like
506beef or bread. 528beef or bread.
507 529
508The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they 530The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
729The minimum I<speed> of an arrow is 1.0. 751The minimum I<speed> of an arrow is 1.0.
730 752
731While flying the arrows I<speed> is decreased by 0.05 each time it's moved. 753While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
732 754
733If the I<speed> is above 10.0 it goes straight through the creature it hits and 755If the I<speed> is above 10.0 it goes straight through the creature it hits and
734it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is 756its I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
735stopped and either sticked into the victim (see I<weight> field description) or 757stopped and either stuck into the victim (see I<weight> field description) or
736put on it's map square (if it didn't break, see description of the I<food> field). 758put on its map square (if it didn't break, see description of the I<food> field).
737 759
738=item I<weight> <number> 760=item I<weight> <number>
739 761
740This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg) 762This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
741the arrow will stick in the victim it hits. Otherwise it will fall to the ground. 763the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
953=item I<hp> <number> 975=item I<hp> <number>
954 976
955If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can 977If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
956be used. 978be used.
957 979
958=item I<speed> <number> 980=item I<speed> <float>
959 981
960If I<speed> is set the creator will create an object periodically, 982If I<speed> is set the creator will create an object periodically,
961see I<speed> and I<speed_left> fields in the general object field description 983see I<speed> and I<speed_left> fields in the general object field description
962for more details. 984for more details.
963 985
968=item I<other_arch> <string> 990=item I<other_arch> <string>
969 991
970If the inventory of the creator is empty new objects will be derived from the 992If the inventory of the creator is empty new objects will be derived from the
971archetype named by <string>. 993archetype named by <string>.
972 994
973=item I<connected> <number> 995=item I<connected> <identifier>
974 996
975See generic object field description. 997See generic object field description.
998
999=back
1000
1001=head3 B<SKILL> - type 43 - Skills
1002
1003This type is basically for representing skills in the game.
1004
1005=over 4
1006
1007=item I<subtype> <skill number>
1008
1009=item I<weapontype> <type of tool>
1010
1011The type of weapon or ranged item compatible with this skill (For ranged
1012and combat attacks).
1013
1014=item I<skill> <string>
1015
1016The skill identifier used by other items, usually the skill name
1017
1018=item I<level> <percentage>
1019
1020not used?
1021
1022=item I<exp> <number>
1023
1024Base amount of experience in a skill, for skills not starting at zero.
1025
1026=item I<expmul> <float>
1027
1028Experience is multiplied by this factor.
976 1029
977=back 1030=back
978 1031
979=head3 B<DRINK> - type 54 - Drinkable stuff 1032=head3 B<DRINK> - type 54 - Drinkable stuff
980 1033
1027=item I<race> <string> 1080=item I<race> <string>
1028 1081
1029If this field is set the inventory checker will search for an object which 1082If this field is set the inventory checker will search for an object which
1030has the archetype name that matches <string>. 1083has the archetype name that matches <string>.
1031 1084
1032=item I<connected> <connection id> 1085=item I<connected> <identifier>
1033 1086
1034This is the connection that will be activated. The connection is 1087This is the connection that will be activated. The connection is
1035'pushed' when someone enters the space with the inventory checker, 1088'pushed' when someone enters the space with the inventory checker,
1036and it is 'released' when he leaves it. 1089and it is 'released' when he leaves it.
1037 1090
1038See also the description of the I<connected> field in the generic object field 1091See also the description of the I<connected> field in the generic object
1039section. 1092field section.
1040 1093
1041=back 1094=back
1042 1095
1043=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters 1096=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1044 1097
1077 1130
1078=item I<other_arch> <string> 1131=item I<other_arch> <string>
1079 1132
1080The archetype name of the objects that should be multiplied. 1133The archetype name of the objects that should be multiplied.
1081 1134
1082=item I<connected> <number> 1135=item I<connected> <identifier>
1083 1136
1084See generic object field description. 1137See generic object field description.
1085 1138
1086=back 1139=back
1087 1140
1105when the connection is activated. This field only has effect when the 1158when the connection is activated. This field only has effect when the
1106connection is triggered. So if you put a closed hole on a map, and the 1159connection is triggered. So if you put a closed hole on a map, and the
1107connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the 1160connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1108connection was triggered once. 1161connection was triggered once.
1109 1162
1110=item I<connected> <connection id> 1163=item I<connected> <identifier>
1111 1164
1112This is the connection id, which lets the hole opening or closing when 1165This is the connection id, which lets the hole opening or closing when
1113activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1166activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1114at which connection state the object is activated. 1167at which connection state the object is activated.
1115 1168

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