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338 | =head2 Description of type specific fields and behaviour |
338 | =head2 Description of type specific fields and behaviour |
339 | |
339 | |
340 | The beginning of the headers of the following subsection |
340 | The beginning of the headers of the following subsection |
341 | are the server internal names for the objects types, see include/define.h. |
341 | are the server internal names for the objects types, see include/define.h. |
342 | |
342 | |
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343 | =head3 B<MOOD_FLOOR> - type 65 - change mood of monsters |
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344 | |
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345 | speed == 0 for triggered mood changes, speed != 0 for non-triggered mood |
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346 | changes. |
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347 | |
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348 | (based on value that last_sp takes): |
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349 | 0: 'furious' Makes all monsters aggressive |
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350 | 1: 'angry' As above but pets are unaffected |
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351 | 2: 'calm' Makes all monsters unaggressive |
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352 | 3: 'sleep' Puts all monsters to sleep |
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353 | 4: 'charm' Makes monster into a pet of person |
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354 | who triggers the square. This setting |
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355 | is not enabled for continous operation |
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356 | 5: 'destroy mons' destroy any monsters on this space |
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357 | 6: 'destroy pets' destroy friendly monsters on this space |
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358 | |
343 | =head3 B<TRANSPORT> - type 2 - Player transports |
359 | =head3 B<TRANSPORT> - type 2 - Player transports |
344 | |
360 | |
345 | This type is implemented by the transport extension and has currently no special |
361 | This type is implemented by the transport extension and has currently no special |
346 | fields that affect it. |
362 | fields that affect it. |
347 | |
363 | |
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848 | Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
864 | Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
849 | I<sp> regeneration. |
865 | I<sp> regeneration. |
850 | |
866 | |
851 | =item I<body_BODYSLOT> |
867 | =item I<body_BODYSLOT> |
852 | |
868 | |
853 | The part of the body you need to use this weapon, possible values should be |
869 | The part/slot of the body you need to use this weapon, possible values for |
854 | looked up in common/item.C at body_locations. |
870 | C<BODYSLOT> should be looked up in common/item.C at body_locations. |
855 | |
871 | |
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872 | The value (in the range C<-7..7>) gives the number of those body slots used |
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873 | up by the item, or C<-1> for one handed weapons, C<-2> for two handed |
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874 | weapons, or C<-1> for other very special things. |
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875 | |
856 | =item I<resist_RESISTNACY> <number> |
876 | =item I<resist_RESISTANCY> <number> |
857 | |
877 | |
858 | this is the factor with which the difference of the players resistancy and 100% |
878 | this is the factor with which the difference of the players resistancy and 100% |
859 | is multiplied, something like this: |
879 | is multiplied, something like this: |
860 | |
880 | |
861 | additional_resistancy = (100 - current_resistanct) * (<number>/100) |
881 | additional_resistancy = (100 - current_resistancy) * (<number>/100) |
862 | |
882 | |
863 | if <number> is negative it is added to the total vulnerabilities, |
883 | if <number> is negative it is added to the total vulnerabilities, |
864 | and later the total resistance is decided by: |
884 | and later the total resistance is decided by: |
865 | |
885 | |
866 | 'total resistance = total protections - total vulnerabilities' |
886 | 'total resistance = total protections - total vulnerabilities' |
867 | |
887 | |
868 | see also common/living.C:fix_player |
888 | see also common/living.C:fix_player. |
869 | |
889 | |
870 | =item I<path_(attuned|repelled|denied)> |
890 | =item I<path_(attuned|repelled|denied)> |
871 | |
891 | |
872 | this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
892 | this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
873 | for the pathes. |
893 | for the pathes. |