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Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.17 by elmex, Wed Dec 20 22:54:59 2006 UTC vs.
Revision 1.23 by root, Tue May 15 16:45:23 2007 UTC

108For players this field reflects the duration of the invisibility 108For players this field reflects the duration of the invisibility
109and is decreased every tick by 1. 109and is decreased every tick by 1.
110 110
111For non-player objects this field is not changed by server ticks. 111For non-player objects this field is not changed by server ticks.
112 112
113=item I<glow_radius> <number>
114
115This field indicates how far an object glows. Default is a radius of 0 (no
116glowing at all).
117
113=item I<speed> <number> 118=item I<speed> <number>
114 119
115If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 120If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
116on the active object list and will be processed each tick (see also speed_left!). 121on the active object list and will be processed each tick (see also speed_left!).
117 122
194See Flags section below. 199See Flags section below.
195 200
196=item I<activate_on_release> (0|1) (default: 1) 201=item I<activate_on_release> (0|1) (default: 1)
197 202
198Sets the flag FLAG_ACTIVATE_ON_RELEASE. 203Sets the flag FLAG_ACTIVATE_ON_RELEASE.
204See Flags section below.
205
206=item I<is_lightable> (0|1)
207
208Sets the flag FLAG_IS_LIGHTABLE.
199See Flags section below. 209See Flags section below.
200 210
201=item I<editable> (more than deprecated) 211=item I<editable> (more than deprecated)
202 212
203This field had a special meaning for crossedit, which used parts 213This field had a special meaning for crossedit, which used parts
315=item FLAG_REFL_SPELL 325=item FLAG_REFL_SPELL
316 326
317This flag indicates whether something reflects spells, like spell reflecting 327This flag indicates whether something reflects spells, like spell reflecting
318amuletts. 328amuletts.
319 329
330=item FLAG_IS_LIGHTABLE
331
332This flag indicates whether a B<LIGHTER> can light this object. See also the
333description of the B<LIGHTER> type. How easy you can light an item depends
334partially on the material of the object.
335
320=back 336=back
321 337
322=head2 Description of type specific fields and behaviour 338=head2 Description of type specific fields and behaviour
323 339
324The beginning of the headers of the following subsection 340The beginning of the headers of the following subsection
325are the server internal names for the objects types, see include/define.h. 341are the server internal names for the objects types, see include/define.h.
326 342
343=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
344
345speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
346changes.
347
348 (based on value that last_sp takes):
349 0: 'furious' Makes all monsters aggressive
350 1: 'angry' As above but pets are unaffected
351 2: 'calm' Makes all monsters unaggressive
352 3: 'sleep' Puts all monsters to sleep
353 4: 'charm' Makes monster into a pet of person
354 who triggers the square. This setting
355 is not enabled for continous operation
356 5: 'destroy mons' destroy any monsters on this space
357 6: 'destroy pets' destroy friendly monsters on this space
358
327=head3 B<TRANSPORT> - type 2 - Player transports 359=head3 B<TRANSPORT> - type 2 - Player transports
328 360
329This type is implemented by the transport extension and has currently no special 361This type is implemented by the transport extension and has currently no special
330fields that affect it. 362fields that affect it.
331 363
332=head3 B<ROD> - type 3 - Rods that fire spells 364=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
333 365
334Rods contain spells and can be fired by a player. 366Rods contain spells and can be fired by a player.
335 367
336=over 4 368=over 4
337 369
343the 'use magic item' skill level of the player and 1/10 of the level of the 375the 'use magic item' skill level of the player and 1/10 of the level of the
344rod is added as bonus. 376rod is added as bonus.
345 377
346=item I<hp> <number> 378=item I<hp> <number>
347 379
348The amount of spellpoints this rod has left. 380The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
381maxhp/10> per tick.
349 382
350=item I<maxhp> <number> 383=item I<maxhp> <number>
351 384
352The maximum amount of spellpoints this rod has. 385The maximum amount of spellpoints this rod has.
353 386
832Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 865Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
833I<sp> regeneration. 866I<sp> regeneration.
834 867
835=item I<body_BODYSLOT> 868=item I<body_BODYSLOT>
836 869
837The part of the body you need to use this weapon, possible values should be 870The part/slot of the body you need to use this weapon, possible values for
838looked up in common/item.C at body_locations. 871C<BODYSLOT> should be looked up in common/item.C at body_locations.
839 872
873The value (in the range C<-7..7>) gives the number of those body slots
874used up by the item (if negative) or the number of body slots this object
875has (if positive, e.g. for monsters or players). The special value C<0>
876indicates that this object cannot equip items requiring these body slots.
877
840=item I<resist_RESISTNACY> <number> 878=item I<resist_RESISTANCY> <number>
841 879
842this is the factor with which the difference of the players resistancy and 100% 880this is the factor with which the difference of the players resistancy and 100%
843is multiplied, something like this: 881is multiplied, something like this:
844 882
845 additional_resistancy = (100 - current_resistanct) * (<number>/100) 883 additional_resistancy = (100 - current_resistancy) * (<number>/100)
846 884
847if <number> is negative it is added to the total vulnerabilities, 885if <number> is negative it is added to the total vulnerabilities,
848and later the total resistance is decided by: 886and later the total resistance is decided by:
849 887
850 'total resistance = total protections - total vulnerabilities' 888 'total resistance = total protections - total vulnerabilities'
851 889
852see also common/living.C:fix_player 890see also common/living.C:fix_player.
853 891
854=item I<path_(attuned|repelled|denied)> 892=item I<path_(attuned|repelled|denied)>
855 893
856this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 894this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
857for the pathes. 895for the pathes.
1036A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype. 1074A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1037Each of them should point at the other one with it's I<other_arch> field. 1075Each of them should point at the other one with it's I<other_arch> field.
1038 1076
1039See the I<other_arch> field for the behaviour of a lamp object when it is applied. 1077See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1040 1078
1079If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off
1080with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE.
1081
1041=over 4 1082=over 4
1083
1084=item I<glow_radius> <number>
1085
1086The radius of the light that the lamp emits, see also I<glow_radius> in the
1087generic object flags description.
1042 1088
1043=item I<speed> <number> 1089=item I<speed> <number>
1044 1090
1045If FLAG_CHANGING is set the I<speed> field will indicate how fast the 1091If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1046lamp burns it's fuel (I<food>). 1092lamp burns it's fuel (I<food>).

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