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Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.5 by elmex, Tue Dec 19 13:41:45 2006 UTC vs.
Revision 1.9 by elmex, Tue Dec 19 23:41:56 2006 UTC

94 94
95If the object is on the active list and speed_left is lower or 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 96equal to 0 the absolute value of the speed field is added to speed_left
97on the end of the tick. 97on the end of the tick.
98 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
99=item no_drop (0|1) 103=item no_drop (0|1)
100 104
101Sets the flag FLAG_NO_DROP. 105Sets the flag FLAG_NO_DROP.
102See Flags section below. 106See Flags section below.
103 107
112See Flags section below. 116See Flags section below.
113 117
114=item auto_apply (0|1) 118=item auto_apply (0|1)
115 119
116Sets the flag FLAG_AUTO_APPLY. 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.
117See Flags section below. 131See Flags section below.
118 132
119=item activate_on_push (0|1) (default: 1) 133=item activate_on_push (0|1) (default: 1)
120 134
121Sets the flag FLAG_ACTIVATE_ON_PUSH. 135Sets the flag FLAG_ACTIVATE_ON_PUSH.
188This flag has only meaning for objects that can be linked together 202This flag has only meaning for objects that can be linked together
189with the 'connected' field and controls wether the object should 203with the 'connected' field and controls wether the object should
190be activated when the connection is 'pushed' or it is 'released'. 204be activated when the connection is 'pushed' or it is 'released'.
191 205
192This flag is by default on. 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.
193 225
194=back 226=back
195 227
196=head2 Description of type specific attributes 228=head2 Description of type specific attributes
197 229
327with the treasurelist specified here. (I guess it's highly undefined what 359with the treasurelist specified here. (I guess it's highly undefined what
328happens if there is not a spell in the potions inventory). 360happens if there is not a spell in the potions inventory).
329 361
330=item on_use_yield <archetype> 362=item on_use_yield <archetype>
331 363
332When this object is applied this object will be created. 364When this object is applied an instance of <archetype> will be created.
333This field is also used by FOOD and POISON.
334 365
335=item subtypes <potion subtype> 366=item subtypes <potion subtype>
336 367
337see include/spells.h for possible potion subtypes, there are currently 4: 368see include/spells.h for possible potion subtypes, there are currently 4:
338 369
355=item POT_BALM 386=item POT_BALM
356 387
357Unused, default behaiour of a potion. 388Unused, default behaiour of a potion.
358 389
359=back 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.
360 496
361=back 497=back
362 498
363=head3 WEAPON - type 15 - Weapons 499=head3 WEAPON - type 15 - Weapons
364 500
504 FLAG_XRAYS 640 FLAG_XRAYS
505 FLAG_BLIND 641 FLAG_BLIND
506 FLAG_SEE_IN_DARK 642 FLAG_SEE_IN_DARK
507 FLAG_UNDEAD 643 FLAG_UNDEAD
508 644
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
509=head3 HOLE - type 94 - Holes 708=head3 HOLE - type 94 - Holes
510 709
511Holes are holes in the ground where objects can fall through. When the hole 710Holes are holes in the ground where objects can fall through. When the hole
512opens and/or is completly open all objects above it fall through (more 711opens and/or is completly open all objects above it fall through (more
513precisely: if their head is above the hole). 712precisely: if their head is above the hole).
550 749
551The destination x coordinates on the same map. 750The destination x coordinates on the same map.
552 751
553=back 752=back
554 753
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
555=head3 FORCE - type 114 - Forces 780=head3 FORCE - type 114 - Forces
556 781
557Forces are a very 'thin' type. They don't have much behaviour other than 782Forces are a very 'thin' type. They don't have much behaviour other than
558disappearing after a time and/or affecting the player if they are in his 783disappearing after a time and/or affecting the player if they are in his
559inventory. 784inventory.
562 787
563Whether the duration field is processed or not a tick is controlled via the 788Whether the duration field is processed or not a tick is controlled via the
564speed and speed_left field. Look above at the generic description of these 789speed and speed_left field. Look above at the generic description of these
565fields. 790fields.
566 791
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
567=over 4 798=over 4
568 799
569=item duration 800=item duration
570 801
571While this field is greater than 0 the force/object is not destroyed. It is 802While this field is greater than 0 the force/object is not destroyed. It is

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