--- deliantra/server/pod/objects.pod 2006/12/20 22:54:59 1.17 +++ deliantra/server/pod/objects.pod 2007/05/07 06:01:48 1.20 @@ -110,6 +110,11 @@ For non-player objects this field is not changed by server ticks. +=item I + +This field indicates how far an object glows. Default is a radius of 0 (no +glowing at all). + =item I If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed @@ -198,6 +203,11 @@ Sets the flag FLAG_ACTIVATE_ON_RELEASE. See Flags section below. +=item I (0|1) + +Sets the flag FLAG_IS_LIGHTABLE. +See Flags section below. + =item I (more than deprecated) This field had a special meaning for crossedit, which used parts @@ -317,6 +327,12 @@ This flag indicates whether something reflects spells, like spell reflecting amuletts. +=item FLAG_IS_LIGHTABLE + +This flag indicates whether a B can light this object. See also the +description of the B type. How easy you can light an item depends +partially on the material of the object. + =back =head2 Description of type specific fields and behaviour @@ -324,6 +340,22 @@ The beginning of the headers of the following subsection are the server internal names for the objects types, see include/define.h. +=head3 B - type 65 - change mood of monsters + +speed == 0 for triggered mood changes, speed != 0 for non-triggered mood +changes. + + (based on value that last_sp takes): + 0: 'furious' Makes all monsters aggressive + 1: 'angry' As above but pets are unaffected + 2: 'calm' Makes all monsters unaggressive + 3: 'sleep' Puts all monsters to sleep + 4: 'charm' Makes monster into a pet of person + who triggers the square. This setting + is not enabled for continous operation + 5: 'destroy mons' destroy any monsters on this space + 6: 'destroy pets' destroy friendly monsters on this space + =head3 B - type 2 - Player transports This type is implemented by the transport extension and has currently no special @@ -834,22 +866,26 @@ =item I -The part of the body you need to use this weapon, possible values should be -looked up in common/item.C at body_locations. +The part/slot of the body you need to use this weapon, possible values for +C should be looked up in common/item.C at body_locations. -=item I +The value gives the number of those body slots used up by the item, or +C<-1> for one handed weapons, C<-2> for two handed weapons, or C<-1> for +other very special things. + +=item I this is the factor with which the difference of the players resistancy and 100% is multiplied, something like this: - additional_resistancy = (100 - current_resistanct) * (/100) + additional_resistancy = (100 - current_resistancy) * (/100) if is negative it is added to the total vulnerabilities, and later the total resistance is decided by: 'total resistance = total protections - total vulnerabilities' -see also common/living.C:fix_player +see also common/living.C:fix_player. =item I @@ -1038,8 +1074,16 @@ 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