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Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.7 by elmex, Tue Dec 19 21:06:08 2006 UTC vs.
Revision 1.10 by elmex, Wed Dec 20 02:15:49 2006 UTC

118=item auto_apply (0|1) 118=item auto_apply (0|1)
119 119
120Sets the flag FLAG_AUTO_APPLY. 120Sets the flag FLAG_AUTO_APPLY.
121See Flags section below. 121See Flags section below.
122 122
123=item no_steal (0|1)
124
125Sets the flag FLAG_NO_STEAL.
126See Flags section below.
127
128=item reflecting (0|1)
129
130Sets the flag FLAG_REFLECTING.
131See Flags section below.
132
133=item reflect_spell (0|1)
134
135Sets the flag FLAG_REFL_SPELL.
136See Flags section below.
137
138=item no_skill_ident (0|1)
139
140Sets the flag FLAG_NO_SKILL_IDENT.
141See Flags section below.
142
123=item activate_on_push (0|1) (default: 1) 143=item activate_on_push (0|1) (default: 1)
124 144
125Sets the flag FLAG_ACTIVATE_ON_PUSH. 145Sets the flag FLAG_ACTIVATE_ON_PUSH.
126See Flags section below. 146See Flags section below.
127 147
192This flag has only meaning for objects that can be linked together 212This flag has only meaning for objects that can be linked together
193with the 'connected' field and controls wether the object should 213with the 'connected' field and controls wether the object should
194be activated when the connection is 'pushed' or it is 'released'. 214be activated when the connection is 'pushed' or it is 'released'.
195 215
196This flag is by default on. 216This flag is by default on.
217
218=item FLAG_NO_STEAL
219
220When this flag is set this object can't be stolen. The flag will be
221resetted once the object is placed on a map.
222
223When this flag is set on a monster it can defent attempts of stealing
224(but in this context the flag is only used internally).
225
226=item FLAG_NO_SKILL_IDENT
227
228This flag is mostly used internal and prevents unidentified objects
229(objects which don't have FLAG_IDENTIFIED set) being identified by
230skills.
231
232This flag is used to mark objects to never being identified by a skill
233once a player failed to identify an object. So that multiple tries
234of identifying aren't more effective than one.
235
236=item FLAG_REFLECTING
237
238This flag is used by spell effects, LIGHTNING, THROWN_OBJ and ARROW
239to indicate whether this object reflects off walls.
240
241=item FLAG_REFL_SPELL
242
243This flag indicates whether something reflects spells, like spell reflecting
244amuletts.
197 245
198=back 246=back
199 247
200=head2 Description of type specific attributes 248=head2 Description of type specific attributes
201 249
371The main difference between FOOD, FLESH and DRINK is that they 419The main difference between FOOD, FLESH and DRINK is that they
372give different messages. 420give different messages.
373 421
374The specialty of FLESH is that it inherits the resistancies of the 422The specialty of FLESH is that it inherits the resistancies of the
375monsters it was generated in and will let dragons raise their resistancies 423monsters it was generated in and will let dragons raise their resistancies
376with that. 424with that. If the monster has the POISON attacktype the FLESH
425will change into POISON.
377 426
378If a player runs low on food he will grab for FOOD, DRINK and POISON 427If a player runs low on food he will grab for FOOD, DRINK and POISON
379and if he doesn't find any of that he will start eating FLESH. 428and if he doesn't find any of that he will start eating FLESH.
380 429
381=over 4 430=over 4
396=item on_use_yield <archetype> 445=item on_use_yield <archetype>
397 446
398When this object is applied an instance of <archetype> will be created. 447When this object is applied an instance of <archetype> will be created.
399 448
400=back 449=back
450
451=head3 POISON - type 7 - Poisonous stuff
452
453This type is for objects that can poison the player when drinking.
454When applied it will hit the attacked with AT_POISON and will create
455a POISONING object in the one who was hit.
456
457=over 4
458
459=item level <number>
460
461This field affects the propability of poisoning. The higher the level difference
462between the one who is hit and the poision the mose propable it is the attacked
463one will be poisoned.
464
465=item slaying <race>
466
467On poison this field has the usual meaning of 'slaying', when the
468ones race matches the slaying field the damage done by the poison
469is multiplied by 3.
470
471=item hp <number>
472
473This is the amount of damage the player will receive from applying this. The
474attacktype AT_POISON will be used to hit the player and the damage will
475determine the strenght, duration and depletion of stats of the poisoning. The
476created POISONING object which is being placed in the one who was attacked will
477get the damage from this field (which is maybe adjusted by slaying or the
478resistancies).
479
480=item food <number>
481
4821/4 of <number> will be drained from the players food.
483
484=item on_use_yield <archetype>
485
486When this object is applied an instance of <archetype> will be created.
487
488=back
489
490=head3 BOOK - type 8 - Readable books
491
492This type is basically for representing text books in the game.
493
494Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
495
496=over 4
497
498=item msg <text>
499
500This is the contents of the book. When this field is unset
501at treasure generation a random text will be inserted.
502
503=item skill <skill name>
504
505The skill required to read this book. (The most resonable
506skill would be literacy).
507
508=item exp <number>
509
510The experience points the player get for reading this book.
511
512=item subtype <readable subtype>
513
514This field determines the type of the readable.
515Please see common/readable.C in the readable_message_types table.
516
517=back
518
519=head3 CLOCK - type 9 - Clocks
520
521This type of objects just display the time when being applied.
522
523=head3 LIGHTNING - type 12 - Lightnings
524
525This is a spell effect of a moving bolt. It moves straigt forward
526through the map until something blocks it.
527If FLAG_REFLECTING is set it even reflects on walls.
528
529FLAG_IS_TURNABLE should be set on these objects.
530
531=over 4
532
533=item attacktype <attacktype>
534
535The attacktype with which it hits the objects on the map.
536
537=item dam <number>
538
539The damage this bolt inflicts when it hits objects on the map.
540
541=item Dex <number>
542
543This is the fork percentage, it is reduced by 10 per fork.
544And the damage is halved on each fork.
545
546=item Con <number>
547
548This value is a percentage of which the forking lightning
549is deflected to the left. This value should be mostly used internally.
550
551=item duration <number>
552
553The duration the bolt stays on a map cell. This field is decreased each time
554the object is processed (see the meaning of speed and speed_left fields in
555the object general description).
556
557=item range <number>
558
559This is the range of the bolt, each space it advances this field is decreased.
560
561=back
562
401 563
402=head3 WEAPON - type 15 - Weapons 564=head3 WEAPON - type 15 - Weapons
403 565
404This type is for general hack and slash weapons like swords, maces 566This type is for general hack and slash weapons like swords, maces
405and daggers and and .... 567and daggers and and ....
652 814
653The destination x coordinates on the same map. 815The destination x coordinates on the same map.
654 816
655=back 817=back
656 818
819=head3 POISONING - type 105 - The poisoning of players and monsters
820
821This type is doing the actual damage to the ones who were attacked
822via AT_POISON (or drank POISON).
823
824The duration is handled via the FLAG_IS_USED_UP mechanism (please look
825there for details).
826
827=over 4
828
829=item dam <number>
830
831Each time the poisoning is processed (which is determined by the speed and speed_left
832fields, see the general object attributes above) it hits the player with
833<number> damage and the AT_INTERNAL attacktype (means: it will simply
834hit the player with no strings attached).
835
836=item food <number>
837
838Just a note: The posion is removed when food == 1 and not when
839the whole duration is up, because the POISONING code has to remove
840the poison-effects from the player before the FLAG_IS_USED_UP mechanism
841deletes the POISONING object.
842
843=back
844
657=head3 FORCE - type 114 - Forces 845=head3 FORCE - type 114 - Forces
658 846
659Forces are a very 'thin' type. They don't have much behaviour other than 847Forces are a very 'thin' type. They don't have much behaviour other than
660disappearing after a time and/or affecting the player if they are in his 848disappearing after a time and/or affecting the player if they are in his
661inventory. 849inventory.

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