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Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.18 by elmex, Thu Dec 21 21:24:06 2006 UTC vs.
Revision 1.27 by root, Sat Nov 10 22:41:59 2007 UTC

1=head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION 1=head1 DELIANTRA OBJECT AND INTERNALS DOCUMENTATION
2 2
3Here is all information about the object types Crossfire+ 3Here is all information about the object types Deliantra
4supports at the moment. This is not a complete documentation (yet) 4supports at the moment. This is not a complete documentation (yet)
5and browsing the source is still recommended to learn about 5and browsing the source is still recommended to learn about
6the objects that aren't documented here. 6the objects that aren't documented here.
7 7
8This documentation is in a sketchy state. It's mostly 8This documentation is in a sketchy state. It's mostly
343=head3 B<TRANSPORT> - type 2 - Player transports 343=head3 B<TRANSPORT> - type 2 - Player transports
344 344
345This type is implemented by the transport extension and has currently no special 345This type is implemented by the transport extension and has currently no special
346fields that affect it. 346fields that affect it.
347 347
348=head3 B<ROD> - type 3 - Rods that fire spells 348=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
349 349
350Rods contain spells and can be fired by a player. 350Rods contain spells and can be fired by a player.
351 351
352=over 4 352=over 4
353 353
359the 'use magic item' skill level of the player and 1/10 of the level of the 359the 'use magic item' skill level of the player and 1/10 of the level of the
360rod is added as bonus. 360rod is added as bonus.
361 361
362=item I<hp> <number> 362=item I<hp> <number>
363 363
364The amount of spellpoints this rod has left. 364The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
365maxhp/10> per tick.
365 366
366=item I<maxhp> <number> 367=item I<maxhp> <number>
367 368
368The maximum amount of spellpoints this rod has. 369The maximum amount of spellpoints this rod has.
369 370
547 548
548=over 4 549=over 4
549 550
550=item I<level> <number> 551=item I<level> <number>
551 552
552This field affects the propability of poisoning. The higher the level difference 553This field affects the probability of poisoning. The higher the level difference
553between the one who is hit and the poision the more propable it is the attacked 554between the one who is hit and the poision the more probable it is the attacked
554one will be poisoned. 555one will be poisoned.
555 556
556=item I<slaying> <race> 557=item I<slaying> <race>
557 558
558This field has the usual meaning of 'slaying', when the 559This field has the usual meaning of 'slaying', when the
684the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field 685the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
685and the arrows I<magic> field. 686and the arrows I<magic> field.
686 687
687=item I<wc> <number> 688=item I<wc> <number>
688 689
689The weapon class of the arrow, which has effect on the propability of hitting. 690The weapon class of the arrow, which has effect on the probability of hitting.
690 691
691It is recomputed when the arrow is being fired by this formula: 692It is recomputed when the arrow is being fired by this formula:
692 693
693 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) 694 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
694 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod 695 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
709Bitfield which decides the attacktype of the damage, see include/attackinc.h 710Bitfield which decides the attacktype of the damage, see include/attackinc.h
710On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>. 711On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
711 712
712=item I<level> <number> (interally used) 713=item I<level> <number> (interally used)
713 714
714The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE, 715The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
715see above in the B<ARROW> description. 716see above in the B<ARROW> description.
716 717
717The I<level> is set when the arrow is fired to either the skill level or the 718The I<level> is set when the arrow is fired to either the skill level or the
718shooters level. 719shooters level.
719 720
848Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 849Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
849I<sp> regeneration. 850I<sp> regeneration.
850 851
851=item I<body_BODYSLOT> 852=item I<body_BODYSLOT>
852 853
853The part of the body you need to use this weapon, possible values should be 854The part/slot of the body you need to use this weapon, possible values for
854looked up in common/item.C at body_locations. 855C<BODYSLOT> should be looked up in common/item.C at body_locations.
855 856
857The value (in the range C<-7..7>) gives the number of those body slots
858used up by the item (if negative) or the number of body slots this object
859has (if positive, e.g. for monsters or players). The special value C<0>
860indicates that this object cannot equip items requiring these body slots.
861
856=item I<resist_RESISTNACY> <number> 862=item I<resist_RESISTANCY> <number>
857 863
858this is the factor with which the difference of the players resistancy and 100% 864this is the factor with which the difference of the players resistancy and 100%
859is multiplied, something like this: 865is multiplied, something like this:
860 866
861 additional_resistancy = (100 - current_resistanct) * (<number>/100) 867 additional_resistancy = (100 - current_resistancy) * (<number>/100)
862 868
863if <number> is negative it is added to the total vulnerabilities, 869if <number> is negative it is added to the total vulnerabilities,
864and later the total resistance is decided by: 870and later the total resistance is decided by:
865 871
866 'total resistance = total protections - total vulnerabilities' 872 'total resistance = total protections - total vulnerabilities'
867 873
868see also common/living.C:fix_player 874see also common/living.C:fix_player.
869 875
870=item I<path_(attuned|repelled|denied)> 876=item I<path_(attuned|repelled|denied)>
871 877
872this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 878this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
873for the pathes. 879for the pathes.
1034See also the description of the I<connected> field in the generic object field 1040See also the description of the I<connected> field in the generic object field
1035section. 1041section.
1036 1042
1037=back 1043=back
1038 1044
1045=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1046
1047speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1048changes.
1049
1050 (based on value that last_sp takes):
1051 0: 'furious' Makes all monsters aggressive
1052 1: 'angry' As above but pets are unaffected
1053 2: 'calm' Makes all monsters unaggressive
1054 3: 'sleep' Puts all monsters to sleep
1055 4: 'charm' Makes monster into a pet of person
1056 who triggers the square. This setting
1057 is not enabled for continous operation
1058 5: 'destroy mons' destroy any monsters on this space
1059 6: 'destroy pets' destroy friendly monsters on this space
1060
1039=head3 B<FLESH> - type 72 - Organs and body parts 1061=head3 B<FLESH> - type 72 - Organs and body parts
1040 1062
1041See B<FOOD> description. 1063See B<FOOD> description.
1042 1064
1043=head3 B<MISC_OBJECT> - type 79 - Misc. objects 1065=head3 B<MISC_OBJECT> - type 79 - Misc. objects

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