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Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.4 by elmex, Mon Dec 18 16:53:04 2006 UTC vs.
Revision 1.9 by elmex, Tue Dec 19 23:41:56 2006 UTC

94 94
95If the object is on the active list and speed_left is lower or 95If the object is on the active list and speed_left is lower or
96equal to 0 the absolute value of the speed field is added to speed_left 96equal to 0 the absolute value of the speed field is added to speed_left
97on the end of the tick. 97on the end of the tick.
98 98
99This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED)
100the more seldom the object is processed. And the higher the speed field is
101the more often the object is processed.
102
99=item no_drop (0|1) 103=item no_drop (0|1)
100 104
101Sets the flag FLAG_NO_DROP. 105Sets the flag FLAG_NO_DROP.
102See Flags section below. 106See Flags section below.
103 107
112See Flags section below. 116See Flags section below.
113 117
114=item auto_apply (0|1) 118=item auto_apply (0|1)
115 119
116Sets the flag FLAG_AUTO_APPLY. 120Sets the flag FLAG_AUTO_APPLY.
121See Flags section below.
122
123=item no_steal (0|1)
124
125Sets the flag FLAG_NO_STEAL.
126See Flags section below.
127
128=item no_skill_ident (0|1)
129
130Sets the flag FLAG_NO_SKILL_IDENT.
131See Flags section below.
132
133=item activate_on_push (0|1) (default: 1)
134
135Sets the flag FLAG_ACTIVATE_ON_PUSH.
136See Flags section below.
137
138=item activate_on_release (0|1) (default: 1)
139
140Sets the flag FLAG_ACTIVATE_ON_RELEASE.
117See Flags section below. 141See Flags section below.
118 142
119=item editable (more than deprecated) 143=item editable (more than deprecated)
120 144
121This field had a special meaning for crossedit, which used parts 145This field had a special meaning for crossedit, which used parts
162or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 186or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
163 187
164=item FLAG_AUTO_APPLY 188=item FLAG_AUTO_APPLY
165 189
166This flag has currently only meaning for the TREASURE type, see below. 190This flag has currently only meaning for the TREASURE type, see below.
191
192=item FLAG_ACTIVATE_ON_PUSH
193
194This flag has only meaning for objects that can be linked together
195with the 'connected' field and controls wether the object should
196be activated when the connection is 'pushed' or it is 'released'.
197
198This flag is by default on.
199
200=item FLAG_ACTIVATE_ON_RELEASE
201
202This flag has only meaning for objects that can be linked together
203with the 'connected' field and controls wether the object should
204be activated when the connection is 'pushed' or it is 'released'.
205
206This flag is by default on.
207
208=item FLAG_NO_STEAL
209
210When this flag is set this object can't be stolen. The flag will be
211resetted once the object is placed on a map.
212
213When this flag is set on a monster it can defent attempts of stealing
214(but in this context the flag is only used internally).
215
216=item FLAG_NO_SKILL_IDENT
217
218This flag is mostly used internal and prevents unidentified objects
219(objects which don't have FLAG_IDENTIFIED set) being identified by
220skills.
221
222This flag is used to mark objects to never being identified by a skill
223once a player failed to identify an object. So that multiple tries
224of identifying aren't more effective than one.
167 225
168=back 226=back
169 227
170=head2 Description of type specific attributes 228=head2 Description of type specific attributes
171 229
301with the treasurelist specified here. (I guess it's highly undefined what 359with the treasurelist specified here. (I guess it's highly undefined what
302happens if there is not a spell in the potions inventory). 360happens if there is not a spell in the potions inventory).
303 361
304=item on_use_yield <archetype> 362=item on_use_yield <archetype>
305 363
306When this object is applied this object will be created. 364When this object is applied an instance of <archetype> will be created.
307This field is also used by FOOD and POISON.
308 365
309=item subtypes <potion subtype> 366=item subtypes <potion subtype>
310 367
311see include/spells.h for possible potion subtypes, there are currently 4: 368see include/spells.h for possible potion subtypes, there are currently 4:
312 369
329=item POT_BALM 386=item POT_BALM
330 387
331Unused, default behaiour of a potion. 388Unused, default behaiour of a potion.
332 389
333=back 390=back
391
392=back
393
394=head3 FOOD - type 6 - Eatable stuff
395
396This is for objects that are representing general eatables like
397beef or bread.
398
399The main difference between FOOD, FLESH and DRINK is that they
400give different messages.
401
402The specialty of FLESH is that it inherits the resistancies of the
403monsters it was generated in and will let dragons raise their resistancies
404with that. If the monster has the POISON attacktype the FLESH
405will change into POISON.
406
407If a player runs low on food he will grab for FOOD, DRINK and POISON
408and if he doesn't find any of that he will start eating FLESH.
409
410=over 4
411
412=item title <string>
413
414If the food has a title or is cursed it is considered 'special', which means that the
415fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp
416are interpreted and have further effects on the player.
417
418The higher the food field is the longer the improvement of the player lasts
419(except for hp and sp).
420
421=item food <number>
422
423This is the amount of food points the player gets when he eats this.
424
425=item on_use_yield <archetype>
426
427When this object is applied an instance of <archetype> will be created.
428
429=back
430
431=head3 POISON - type 7 - Poisonous stuff
432
433This type is for objects that can poison the player when drinking.
434When applied it will hit the attacked with AT_POISON and will create
435a POISONING object in the one who was hit.
436
437=over 4
438
439=item level <number>
440
441This field affects the propability of poisoning. The higher the level difference
442between the one who is hit and the poision the mose propable it is the attacked
443one will be poisoned.
444
445=item slaying <race>
446
447On poison this field has the usual meaning of 'slaying', when the
448ones race matches the slaying field the damage done by the poison
449is multiplied by 3.
450
451=item hp <number>
452
453This is the amount of damage the player will receive from applying this. The
454attacktype AT_POISON will be used to hit the player and the damage will
455determine the strenght, duration and depletion of stats of the poisoning. The
456created POISONING object which is being placed in the one who was attacked will
457get the damage from this field (which is maybe adjusted by slaying or the
458resistancies).
459
460=item food <number>
461
4621/4 of <number> will be drained from the players food.
463
464=item on_use_yield <archetype>
465
466When this object is applied an instance of <archetype> will be created.
467
468=back
469
470=head3 BOOK - type 8 - Readable books
471
472This type is basically for representing text books in the game.
473
474Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
475
476=over 4
477
478=item msg <text>
479
480This is the contents of the book. When this field is unset
481at treasure generation a random text will be inserted.
482
483=item skill <skill name>
484
485The skill required to read this book. (The most resonable
486skill would be literacy).
487
488=item exp <number>
489
490The experience points the player get for reading this book.
491
492=item subtype <readable subtype>
493
494This field determines the type of the readable.
495Please see common/readable.C in the readable_message_types table.
334 496
335=back 497=back
336 498
337=head3 WEAPON - type 15 - Weapons 499=head3 WEAPON - type 15 - Weapons
338 500
478 FLAG_XRAYS 640 FLAG_XRAYS
479 FLAG_BLIND 641 FLAG_BLIND
480 FLAG_SEE_IN_DARK 642 FLAG_SEE_IN_DARK
481 FLAG_UNDEAD 643 FLAG_UNDEAD
482 644
645=head3 DRINK - type 54 - Drinkable stuff
646
647See FOOD description.
648
649=head3 CHECK_INV - type 64 - Inventory checkers
650
651This object checks whether the player has a specific item in his
652inventory when he moves above the inventory checker. If the player has
653the item (or not, which can be controlled with a flag) a connection will be triggered.
654
655If you set move_block you can deny players and monsters to reach the space where
656the inventory checker is on, see 'move_block' description below.
657
658The conditions specified by hp, slaying and race are concationated with OR.
659So matching one of those conditions is enough.
660
661=over 4
662
663=item move_block <move type bitmask>
664
665If you set this field to block a movetype the move code will block any moves
666onto the space with the inventory checker, IF the moving object doesn't have
667(or has - if last_sp = 0) the item that the checker is searching for.
668
669=item last_sp (0|1)
670
671If last_sp is 1 'having' the item that is being checked for will
672activate the connection or make the space with the checker non-blocking.
673If last_sp is 0 'not having' the item will activate the connection
674or make the space with the checker non-blocking.
675
676=item last_heal (0|1)
677
678If last_heal is 1 the matching item will be removed if the inventory checker
679activates a connection and finds the item in the inventory.
680
681(A inventory checker that blocks a space won't remove anything from inventories)
682
683=item hp <number>
684
685If this field is not 0 the inventory checker will search for an object
686with the type id <number>.
687
688=item slaying <string>
689
690If this field is set the inventory checker will search for an object that
691has the same string in the slaying field (for example a key string of a key).
692
693=item race <string>
694
695If this field is set the inventory checker will search for an object which
696has the archetype name that matches <string>.
697
698=item connected <connection id>
699
700This is the connection that will be activated.
701
702=back
703
704=head3 FLESH - type 72 - Organs and body parts
705
706See FOOD description.
707
708=head3 HOLE - type 94 - Holes
709
710Holes are holes in the ground where objects can fall through. When the hole
711opens and/or is completly open all objects above it fall through (more
712precisely: if their head is above the hole).
713
714Trapdoors can only transfer the one who falls through to other coordinates
715on the B<same> map.
716
717=over 4
718
719=item maxsp (0|1)
720
721This field negates the state of the connection: When maxsp is 1 the pit will
722open/close when the connection is deactivated. Otherwise it will open/close
723when the connection is activated. This field only has effect when the
724connection is triggered. So if you put a closed hole on a map, and the
725connection is deactivated, and maxsp is 1 the hole will remain closed until the
726connection was triggered once.
727
728=item connected <connection id>
729
730This is the connection id, which lets the hole opening or closing when
731activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
732at which connection state the object is activated.
733
734For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
735the connection is released.
736
737=item wc <number> (internal)
738
739This is an internal flag. If it is greater than 0 it means that the hole is not
740yet fully open. More preciesly: this field is the animation-step and if it is
741set to the 'closed' step of the animation the hole is closed and if it is on
742the 'open' animation step (wc = 0), the hole is open.
743
744=item sp <number>
745
746The destination y coordinates on the same map.
747
748=item hp <number>
749
750The destination x coordinates on the same map.
751
752=back
753
754=head3 POISONING - type 105 - The poisoning of players and monsters
755
756This type is doing the actual damage to the ones who were attacked
757via AT_POISON (or drank POISON).
758
759The duration is handled via the FLAG_IS_USED_UP mechanism (please look
760there for details).
761
762=over 4
763
764=item dam <number>
765
766Each time the poisoning is processed (which is determined by the speed and speed_left
767fields, see the general object attributes above) it hits the player with
768<number> damage and the AT_INTERNAL attacktype (means: it will simply
769hit the player with no strings attached).
770
771=item food <number>
772
773Just a note: The posion is removed when food == 1 and not when
774the whole duration is up, because the POISONING code has to remove
775the poison-effects from the player before the FLAG_IS_USED_UP mechanism
776deletes the POISONING object.
777
778=back
779
483=head3 FORCE - type 114 - Forces 780=head3 FORCE - type 114 - Forces
484 781
485Forces are a very 'thin' type. They don't have much behaviour other than 782Forces are a very 'thin' type. They don't have much behaviour other than
486disappearing after a time and/or affecting the player if they are in his inventory. 783disappearing after a time and/or affecting the player if they are in his
784inventory.
487 785
488Forces only take effect on the player if they have set FLAG_APPLIED. 786Forces only take effect on the player if they have set FLAG_APPLIED.
489 787
490Whether the duration field is processed or not a tick is controlled via the 788Whether the duration field is processed or not a tick is controlled via the
491speed and speed_left field. Look above at the generic description of these 789speed and speed_left field. Look above at the generic description of these
492fields. 790fields.
493 791
792NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field
793like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches
7940 before duration and FLAG_APPLIED is set, the force will last for 'duration'.
795If the FLAG_APPLIED is not set the force is removed when food reaches 0.
796Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces.
797
494=over 4 798=over 4
495 799
496=item duration 800=item duration
497 801
498While this field is greater than 0 the force/object is not destroyed. 802While this field is greater than 0 the force/object is not destroyed. It is
499It is decreased each tick by 1. 803decreased each tick by 1.
500 804
501If it reaches 0 the force/object is destroyed. 805If it reaches 0 the force/object is destroyed.
502 806
503This field can have this meaning for B<any> object if that object has 807This field can have this meaning for B<any> object if that object has
504FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 808FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
506 810
507=back 811=back
508 812
509=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 813=head3 POTION_EFFECT - type 115 - Potion effects (resistancies)
510 814
511This object is generated by the POTION code when the potion is a 815This object is generated by the POTION code when the potion is a resistance
512resistance giving potion. It has mainly the same behaviour as a FORCE. 816giving potion. It has mainly the same behaviour as a FORCE.
513 817
514The specialty of the potion effect is that the resistancy it gives is absolute, 818The specialty of the potion effect is that the resistancy it gives is absolute,
515so if you drin a resistancy potion of fire+60 you will get 60% resistancy to fire. 819so if you drin a resistancy potion of fire+60 you will get 60% resistancy to
820fire.
516 821
517Multiple potion effects only give you the maximum of their resistancy. 822Multiple potion effects only give you the maximum of their resistancy.

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