1 | =head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION |
1 | =head1 DELIANTRA OBJECT AND INTERNALS DOCUMENTATION |
2 | |
2 | |
3 | Here is all information about the object types Crossfire+ |
3 | Here is all information about the object types Deliantra |
4 | supports at the moment. This is not a complete documentation (yet) |
4 | supports at the moment. This is not a complete documentation (yet) |
5 | and browsing the source is still recommended to learn about |
5 | and browsing the source is still recommended to learn about |
6 | the objects that aren't documented here. |
6 | the objects that aren't documented here. |
7 | |
7 | |
8 | This documentation is in a sketchy state. It's mostly |
8 | This documentation is in a sketchy state. It's mostly |
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111 | For non-player objects this field is not changed by server ticks. |
111 | For non-player objects this field is not changed by server ticks. |
112 | |
112 | |
113 | =item I<glow_radius> <number> |
113 | =item I<glow_radius> <number> |
114 | |
114 | |
115 | This field indicates how far an object glows. Default is a radius of 0 (no |
115 | This field indicates how far an object glows. Default is a radius of 0 (no |
116 | glowing at all). |
116 | glowing at all). Negative glow radii darken areas - currently, negative |
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117 | glow radii are stronger than positive ones. |
117 | |
118 | |
118 | =item I<speed> <number> |
119 | =item I<speed> <number> |
119 | |
120 | |
120 | If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed |
121 | If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed |
121 | on the active object list and will be processed each tick (see also speed_left!). |
122 | on the active object list and will be processed each tick (see also speed_left!). |
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263 | will be generated. |
264 | will be generated. |
264 | |
265 | |
265 | After the new object is created the I<hp> field from the old object is copied into |
266 | After the new object is created the I<hp> field from the old object is copied into |
266 | the new one. |
267 | the new one. |
267 | |
268 | |
268 | When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied |
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269 | to the new object. |
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270 | |
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271 | =item FLAG_IS_A_TEMPLATE (internal use) |
269 | =item FLAG_IS_A_TEMPLATE (internal use) |
272 | |
270 | |
273 | This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s, |
271 | This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s, |
274 | or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
272 | or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
275 | |
273 | |
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300 | This flag is by default on. |
298 | This flag is by default on. |
301 | |
299 | |
302 | =item FLAG_NO_STEAL |
300 | =item FLAG_NO_STEAL |
303 | |
301 | |
304 | When this flag is set this object can't be stolen. The flag will be |
302 | When this flag is set this object can't be stolen. The flag will be |
305 | resetted once the object is placed on a map. |
303 | reset once the object is placed on a map. |
306 | |
304 | |
307 | When this flag is set on a monster it can defent attempts of stealing |
305 | When this flag is set on a monster it can defend attempts at stealing |
308 | (but in this context the flag is only used internally). |
306 | (but in this context the flag is only used internally). |
309 | |
307 | |
310 | =item FLAG_NO_SKILL_IDENT |
308 | =item FLAG_NO_SKILL_IDENT |
311 | |
309 | |
312 | This flag is mostly used internal and prevents unidentified objects |
310 | This flag is mostly used internal and prevents unidentified objects |
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1064 | |
1062 | |
1065 | =head3 B<MISC_OBJECT> - type 79 - Misc. objects |
1063 | =head3 B<MISC_OBJECT> - type 79 - Misc. objects |
1066 | |
1064 | |
1067 | A type for any object that has no special behaviour. |
1065 | A type for any object that has no special behaviour. |
1068 | |
1066 | |
1069 | =head3 B<LAMP> - type 82 - A lamp |
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1070 | |
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1071 | This object represents a lamp, that can be carried and switched |
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1072 | on and off and has a certain amount of fuel in it. |
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1073 | |
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1074 | A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype. |
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1075 | Each of them should point at the other one with it's I<other_arch> field. |
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1076 | |
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1077 | See the I<other_arch> field for the behaviour of a lamp object when it is applied. |
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1078 | |
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1079 | If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off |
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1080 | with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE. |
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1081 | |
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1082 | =over 4 |
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1083 | |
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1084 | =item I<glow_radius> <number> |
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1085 | |
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1086 | The radius of the light that the lamp emits, see also I<glow_radius> in the |
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1087 | generic object flags description. |
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1088 | |
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1089 | =item I<speed> <number> |
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1090 | |
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1091 | If FLAG_CHANGING is set the I<speed> field will indicate how fast the |
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1092 | lamp burns it's fuel (I<food>). |
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1093 | |
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1094 | Setting FLAG_CHANGING makes only sense on the archetype which represents |
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1095 | the 'on' state of the lamp. |
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1096 | |
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1097 | See also the description of FLAG_CHANGING. |
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1098 | |
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1099 | Lamps which have no FLAG_CHANGING set would also make sense and represent |
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1100 | lamps that never burn up. |
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1101 | |
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1102 | =item I<other_arch> <number> |
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1103 | |
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1104 | This is the field that points to the 'other' archetype which represents the |
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1105 | opposite state of the lamp. The newly from I<other_arch> derived object will |
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1106 | replace the current object and will get the value of I<food> of the replaced object. |
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1107 | |
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1108 | Rationale: |
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1109 | |
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1110 | When the lamp (on) is applied a new object is derived from the archetype |
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1111 | in I<other_arch> and the I<food> value is copied to it ('the fuel is |
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1112 | transferred'). The new lamp (off) object has to have a I<other_arch> field |
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1113 | which points to the archetype from which a lamp (on) can be derived. |
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1114 | |
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1115 | =item I<food> <number> |
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1116 | |
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1117 | This fields stands for the fuel of the lamp. |
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1118 | |
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1119 | =back |
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1120 | |
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1121 | =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators |
1067 | =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators |
1122 | |
1068 | |
1123 | This type of objects multiplies objects that are above it when it is activated. |
1069 | This type of objects multiplies objects that are above it when it is activated. |
1124 | You can even multiply by 0, which will destroy the object. |
1070 | You can even multiply by 0, which will destroy the object. |
1125 | |
1071 | |