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Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.1 by elmex, Mon Dec 18 10:57:09 2006 UTC vs.
Revision 1.9 by elmex, Tue Dec 19 23:41:56 2006 UTC

49or shouldn't be set by an archetype. If the internal names differs the 49or shouldn't be set by an archetype. If the internal names differs the
50external name (for the archetypes) for the attribute is written behind it. 50external name (for the archetypes) for the attribute is written behind it.
51 51
52=head2 Description of generic archetype and object attributes 52=head2 Description of generic archetype and object attributes
53 53
54These are the fields that most of the objects have and/or their
55default behaviour.
56
54=over 4 57=over 4
58
59=item name <string>
60
61The name of the object.
62
63=item name_pl <string>
64
65The name of a collection of these objects (the plural of the name).
66
67=item face <facename>
68
69The graphical appearance of this object.
70
71=item invisible <number>
72
73If the <number> is greater than 0 the object is invisible.
74For players this field reflects the duration of the invisibility
75and is decreased every tick by 1.
76
77For non-player objects this field is not changed by server ticks.
78
79=item speed <number>
80
81If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
82on the active object list and will be processed each tick (see also speed_left!).
83
84If the speed field drops below the MIN_ACTIVE_SPEED the object is removed
85from the active object list and it won't experience any processing per tick.
86
87=item speed_left <number>
88
89If this field is greater than 0 and the object is on the
90active list (mostly means it's speed is also greater than 0):
91
92 - speed_left is decreased by 1
93 - and this object is processed and experiences a server tick.
94
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
97on the end of the tick.
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
103=item no_drop (0|1)
104
105Sets the flag FLAG_NO_DROP.
106See Flags section below.
107
108=item applied (0|1)
109
110Sets the flag FLAG_APPLIED.
111See Flags section below.
112
113=item is_used_up (0|1)
114
115Sets the flag FLAG_IS_USED_UP.
116See Flags section below.
117
118=item auto_apply (0|1)
119
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.
141See Flags section below.
142
143=item editable (more than deprecated)
144
145This field had a special meaning for crossedit, which used parts
146of the server code for editing. Wherever you see this attribute being
147set in an archetype ignore it and/or remove it. No code interprets this
148field anymore.
149
150=back
151
152=head3 Flags
153
154Here are the effects of the flags described.
155
156=over 4
157
158=item FLAG_NO_DROP
159
160An object can't be picked up and dropped.
161
162=item FLAG_APPLIED
163
164This flag mostly states whether this object has been 'applied' by the player.
165For objects that are applied by the code or have this flag set in the archetype
166it mostly means 'this object is active'.
167
168For example the player adjustments of the hp/sp/grace fields and inheritance
169of flags from objects in his inventory is toggled by this flag.
170
171=item FLAG_IS_USED_UP
172
173This flag controls whether an object is 'used up'. If it is set the 'food' field
174of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha
175it is removed.
176
177If also the flag FLAG_APPLIED is set, the 'duration' field controls whether
178this object is removed or not, see the Force type below for the meaning
179of the duration field in this context.
180
181If FLAG_APPLIED is not set the object is destroyed.
182
183=item FLAG_IS_A_TEMPLATE (internal use)
184
185This flag is set on the inventory of generators like CREATORs and CONVERTERs,
186or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
187
188=item FLAG_AUTO_APPLY
189
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.
55 225
56=back 226=back
57 227
58=head2 Description of type specific attributes 228=head2 Description of type specific attributes
59 229
60The beginning of the headers of the following subsection 230The beginning of the headers of the following subsection
61are the server internal names for the objects types, see include/define.h. 231are the server internal names for the objects types, see include/define.h.
62The numeric values are maybe not 100% accurate, as the code is a changing 232
63target, please consult include/define.h in doubt :-) 233=head3 TRANSPORT - type 2 - Player transports
234
235This type is implemented by the transport extension and has currently no special
236attributes that affect it.
237
238=head3 ROD - type 3 - Rods that fire spells
239
240Rods contain spells and can be fired by a player.
241
242=over 4
243
244=item level <number>
245
246This attribute is used for calculating the spell level that can be fired
247with this rod, it's also the maximum level of the spell that can be fired.
248The level of the spell that is being fired depends mostly on
249the 'use magic item' skill level of the player and 1/10 of the level of the
250rod is added as bonus.
251
252=item hp <number>
253
254The amount of spellpoints this rod has left.
255
256=item maxhp <number>
257
258The maximum amount of spellpoints this rod has.
259
260=item skill <skill name>
261
262This field determines which skill you need to apply this object.
263
264=back
265
266=head3 TREASURE - type 4 - Treasures
267
268This type of objects are for random treasure generation in maps.
269If this object is applied by a player it will replace itself with it's
270inventory. If it is automatically applied
271generate a treasure and replace itself with the generated treasure.
272
273Chests are also of this type, their treasures are generated by
274the auto apply code on map instantiation.
275
276=over 4
277
278=item hp <number>
279
280The number of treasures to generate.
281
282=item exp <level>
283
284If FLAG_AUTO_APPLY is not set the exp field has no further meaning
285and the difficulty for the treasurecode only depends on the maps difficulty,
286otherwise the exp field has the following meaning:
287
288If this field is not 0 it is passed as the difficulty
289to the treasure generation code to determine how good, how much
290worth a treasure is or what bonuses it is given by the treasure code.
291
292If this field is not set or 0 the difficulty of the map is passed to the treasure
293generation code.
294
295=item randomitems <treasurelist>
296
297The treasurelist to use to generate the treasure which is put in the
298treasure objects inventory.
299
300=back
301
302=head3 POTION - type 5 - Potions for drinking and other nastynesses
303
304These objects contain a spell and will emit it on apply, which most
305of the time has the meaning of 'drinking'.
306
307If no resistancy field, stat field or attacktype is set and no spell
308is put in the potion by the sp field or the randomitems the
309potion will become an artifact and the artifact code decides which kind
310of potion will be generated.
311
312If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
313will yield an explosion and hurt the player.
314
315=over 4
316
317=item Str, Dex, Con, Int, Wis, Cha, Pow <number>
318
319These stat fields determine how many stat points the player gets
320when he applies this potion.
321
322If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
323
324=item sp <number>
325
326If this field is set and the randomitems field is not set
327the field is interpreted as spell number, please look the right
328number up in common/loader.C.
329
330If this field is set the randomitems field will be unset by the
331map loading code.
332
333=item attacktype <attacktype>
334
335This field has some special meaning in potions, currently the
336bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
337restoration potion or improvement potion.
338See include/attackinc.h for the bits of these types.
339
340If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
341will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
342set the player will be drained a random stat by inserting an ARCH_DEPLETION
343into him.
344
345If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
346When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
347
348=item resist_<resistancy> <number>
349
350If this stat is set and no spell is in the potion the potion
351will create a force that give the player this specific resistancy.
352The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
353and the potion will last 10 times longer than the default force archetype
354FORCE_NAME (at the moment of this writing spell/force.arc).
355
356=item randomitems <treasurelist>
357
358The inventory/spell of the potion will be created by calling the treasure code
359with the treasurelist specified here. (I guess it's highly undefined what
360happens if there is not a spell in the potions inventory).
361
362=item on_use_yield <archetype>
363
364When this object is applied an instance of <archetype> will be created.
365
366=item subtypes <potion subtype>
367
368see include/spells.h for possible potion subtypes, there are currently 4:
369
370=over 4
371
372=item POT_SPELL
373
374Unused, default behaiour of a potion.
375
376=item POT_DUST
377
378This potion can be thrown to cast the spell that it has in it's inventory,
379the behaviour is not defined if there is not a spell in the inventory and the
380server will log an error.
381
382=item POT_FIGURINE
383
384Unused, default behaiour of a potion.
385
386=item POT_BALM
387
388Unused, default behaiour of a potion.
389
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.
496
497=back
64 498
65=head3 WEAPON - type 15 - Weapons 499=head3 WEAPON - type 15 - Weapons
66 500
67This type is for general hack and slash weapons like swords, maces 501This type is for general hack and slash weapons like swords, maces
68and daggers and and .... 502and daggers and and ....
75 509
76=item attacktype <bitmask> 510=item attacktype <bitmask>
77 511
78bitfield which decides the attacktype of the damage, see include/attackinc.h 512bitfield which decides the attacktype of the damage, see include/attackinc.h
79 513
80=item dam <integer> 514=item dam <number>
81 515
82amount of damage being done with the attacktype 516amount of damage being done with the attacktype
83 517
84=item item_power <level> 518=item item_power <level>
85 519
104 538
105=item last_sp 539=item last_sp
106 540
107the weapon speed (see magic description) 541the weapon speed (see magic description)
108 542
109=item food <integer> 543=item food <number>
110 544
111addition to food regeneration of the player 545addition to food regeneration of the player
112 546
113=item hp <integer> 547=item hp <number>
114 548
115addition to health regeneration 549addition to health regeneration
116 550
117=item sp <integer> 551=item sp <number>
118 552
119addition to mana regeneration 553addition to mana regeneration
120 554
121=item grace <integer> 555=item grace <number>
122 556
123addititon to grace regeneration 557addititon to grace regeneration
124 558
125=item gen_sp_armour <integer> 559=item gen_sp_armour <number>
126 560
127the players gen_sp_armour field (which is per default 10) is added the <integer> amount. 561the players gen_sp_armour field (which is per default 10) is added the <number> amount.
128gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 562gen_sp_armour seems to be a factor with which gen_sp in do_some_living()
129is multiplied: gen_sp *= 10/<integer> 563is multiplied: gen_sp *= 10/<number>
130meaning: values > 10 of gen_sp_armour limits the amout of regenerated 564meaning: values > 10 of gen_sp_armour limits the amout of regenerated
131spellpoints. 565spellpoints.
132 566
133generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 567generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
134sp regeneration. 568sp regeneration.
136=item body_<body slot/part> 570=item body_<body slot/part>
137 571
138the part of the body you need to use this weapon, possible values should be 572the part of the body you need to use this weapon, possible values should be
139looked up in common/item.C at body_locations. 573looked up in common/item.C at body_locations.
140 574
141=item resist_<resistnacy> <integer> 575=item resist_<resistnacy> <number>
142 576
143this is the factor with which the difference of the players resistancy and 100% 577this is the factor with which the difference of the players resistancy and 100%
144is multiplied, something like this: 578is multiplied, something like this:
145 579
146 additional_resistancy = (100 - current_resistanct) * (<integer>/100) 580 additional_resistancy = (100 - current_resistanct) * (<number>/100)
147 581
148if <integer> is negative it is added to the total vulnerabilities, 582if <number> is negative it is added to the total vulnerabilities,
149and later the total resistance is decided by: 583and later the total resistance is decided by:
150 584
151 'total resistance = total protections - total vulnerabilities' 585 'total resistance = total protections - total vulnerabilities'
152 586
153see also common/living.C:fix_player 587see also common/living.C:fix_player
155=item patch_(attuned|repelled|denied) 589=item patch_(attuned|repelled|denied)
156 590
157this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 591this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
158for the pathes. 592for the pathes.
159 593
160=item luck <integer> 594=item luck <number>
161 595
162this luck is added to the players luck 596this luck is added to the players luck
163 597
164=item move_type 598=item move_type
165 599
166if the weapon has a move_type set the player inherits it's move_type 600if the weapon has a move_type set the player inherits it's move_type
167 601
168=item exp <integer> 602=item exp <number>
169 603
170the added_speed and bonus_speed of the player is raised by <integer>/3. 604the added_speed and bonus_speed of the player is raised by <number>/3.
171if <integer> < 0 then the added_speed is decreased by <integer> 605if <number> < 0 then the added_speed is decreased by <number>
172 606
173=item weight 607=item weight
174 608
175the weight of the weapon 609the weight of the weapon
176 610
185 - dam: the players dam is adjusted by: player->dam += (dam + magic) 619 - dam: the players dam is adjusted by: player->dam += (dam + magic)
186 620
187 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 621 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
188 (minium is 0) 622 (minium is 0)
189 623
190=item ac <integer> 624=item ac <number>
191 625
192the amount of ac points the player's ac is decreased 626the amount of ac points the player's ac is decreased
193 627
194=item wc <integer> 628=item wc <number>
195 629
196the amount of wc points the player's ac is decreased 630the amount of wc points the player's wc is decreased
197 631
198=back 632=back
199 633
200=head4 Player inherits following flags from weapons: 634=head4 Player inherits following flags from weapons:
201 635
202 FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH, 636 FLAG_LIFESAVE
203 FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD 637 FLAG_REFL_SPELL
638 FLAG_REFL_MISSILE
639 FLAG_STEALTH
640 FLAG_XRAYS
641 FLAG_BLIND
642 FLAG_SEE_IN_DARK
643 FLAG_UNDEAD
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
780=head3 FORCE - type 114 - Forces
781
782Forces are a very 'thin' type. They don't have much behaviour other than
783disappearing after a time and/or affecting the player if they are in his
784inventory.
785
786Forces only take effect on the player if they have set FLAG_APPLIED.
787
788Whether the duration field is processed or not a tick is controlled via the
789speed and speed_left field. Look above at the generic description of these
790fields.
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
798=over 4
799
800=item duration
801
802While this field is greater than 0 the force/object is not destroyed. It is
803decreased each tick by 1.
804
805If it reaches 0 the force/object is destroyed.
806
807This field can have this meaning for B<any> object if that object has
808FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
809what happens then.
810
811=back
812
813=head3 POTION_EFFECT - type 115 - Potion effects (resistancies)
814
815This object is generated by the POTION code when the potion is a resistance
816giving potion. It has mainly the same behaviour as a FORCE.
817
818The specialty of the potion effect is that the resistancy it gives is absolute,
819so if you drin a resistancy potion of fire+60 you will get 60% resistancy to
820fire.
821
822Multiple potion effects only give you the maximum of their resistancy.

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