--- deliantra/server/pod/objects.pod 2006/12/20 22:54:59 1.17 +++ deliantra/server/pod/objects.pod 2007/11/10 22:41:59 1.27 @@ -1,6 +1,6 @@ -=head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION +=head1 DELIANTRA OBJECT AND INTERNALS DOCUMENTATION -Here is all information about the object types Crossfire+ +Here is all information about the object types Deliantra supports at the moment. This is not a complete documentation (yet) and browsing the source is still recommended to learn about the objects that aren't documented here. @@ -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 @@ -329,7 +345,7 @@ This type is implemented by the transport extension and has currently no special fields that affect it. -=head3 B - type 3 - Rods that fire spells +=head3 B, B - type 3, 35 - Rods that fire spells Rods contain spells and can be fired by a player. @@ -345,7 +361,8 @@ =item I -The amount of spellpoints this rod has left. +The amount of spellpoints this rod has left. Recharges at a rate of C<1 + +maxhp/10> per tick. =item I @@ -533,8 +550,8 @@ =item I -This field affects the propability of poisoning. The higher the level difference -between the one who is hit and the poision the more propable it is the attacked +This field affects the probability of poisoning. The higher the level difference +between the one who is hit and the poision the more probable it is the attacked one will be poisoned. =item I @@ -670,7 +687,7 @@ =item I -The weapon class of the arrow, which has effect on the propability of hitting. +The weapon class of the arrow, which has effect on the probability of hitting. It is recomputed when the arrow is being fired by this formula: @@ -695,7 +712,7 @@ =item I (interally used) -The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE, +The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE, see above in the B description. The I is set when the arrow is fired to either the skill level or the @@ -834,22 +851,27 @@ =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 (in the range C<-7..7>) gives the number of those body slots +used up by the item (if negative) or the number of body slots this object +has (if positive, e.g. for monsters or players). The special value C<0> +indicates that this object cannot equip items requiring these body slots. + +=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 @@ -1020,6 +1042,22 @@ =back +=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 72 - Organs and body parts See B description. @@ -1038,8 +1076,16 @@ 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