--- deliantra/server/pod/objects.pod 2007/05/15 16:45:23 1.23 +++ deliantra/server/pod/objects.pod 2009/11/03 09:54:05 1.32 @@ -1,6 +1,6 @@ -=head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION +=head1 DELIANTRA OBJECT AND INTERNALS DOCUMENTATION -Here is all information about the object types Crossfire+ +Here is all information about the object types Deliantra supports at the moment. This is not a complete documentation (yet) and browsing the source is still recommended to learn about the objects that aren't documented here. @@ -35,13 +35,13 @@ This is an example of an archetype: - Object button_trigger + object button_trigger name button type 30 - face button_sma.111 + face button_sma.x11 anim - button_sma.111 - button_sma.112 + button_sma.x11 + button_sma.x12 mina is_animated 0 exp 30 @@ -113,7 +113,8 @@ =item I This field indicates how far an object glows. Default is a radius of 0 (no -glowing at all). +glowing at all). Negative glow radii darken areas - currently, negative +glow radii are stronger than positive ones. =item I @@ -265,9 +266,6 @@ After the new object is created the I field from the old object is copied into the new one. -When the old object was a B it's I fields value less 1 will be copied -to the new object. - =item FLAG_IS_A_TEMPLATE (internal use) This flag is set on the inventory of generators like Bs and Bs, @@ -302,9 +300,9 @@ =item FLAG_NO_STEAL When this flag is set this object can't be stolen. The flag will be -resetted once the object is placed on a map. +reset once the object is placed on a map. -When this flag is set on a monster it can defent attempts of stealing +When this flag is set on a monster it can defend attempts at stealing (but in this context the flag is only used internally). =item FLAG_NO_SKILL_IDENT @@ -333,6 +331,24 @@ description of the B type. How easy you can light an item depends partially on the material of the object. +=item FLAG_MONSTER + +Enables NPC behaviour in general (both monster AI and friendly AI). Numerous fields +change their meaning, including: + +=over 4 + +=item I + +Governs the "wake-up radius" - the radius within a monster detects an enemy. + +Also, I governs pathfinding intelligence: 8 and up means the monster +will partake in basic smell finding. 10 and up additionally spreads smell +knowledge, and 15 and up additionally will try to perturb the path as to +find shortcuts. + +=back + =back =head2 Description of type specific fields and behaviour @@ -340,22 +356,6 @@ The beginning of the headers of the following subsection are the server internal names for the objects types, see include/define.h. -=head3 B - type 65 - change mood of monsters - -speed == 0 for triggered mood changes, speed != 0 for non-triggered mood -changes. - - (based on value that last_sp takes): - 0: 'furious' Makes all monsters aggressive - 1: 'angry' As above but pets are unaffected - 2: 'calm' Makes all monsters unaggressive - 3: 'sleep' Puts all monsters to sleep - 4: 'charm' Makes monster into a pet of person - who triggers the square. This setting - is not enabled for continous operation - 5: 'destroy mons' destroy any monsters on this space - 6: 'destroy pets' destroy friendly monsters on this space - =head3 B - type 2 - Player transports This type is implemented by the transport extension and has currently no special @@ -518,7 +518,7 @@ =back -=head3 B - type 6 - Eatable stuff +=head3 B - type 6 - Edible stuff This is for objects that are representing general eatables like beef or bread. @@ -566,8 +566,8 @@ =item I -This field affects the propability of poisoning. The higher the level difference -between the one who is hit and the poision the more propable it is the attacked +This field affects the probability of poisoning. The higher the level difference +between the one who is hit and the poision the more probable it is the attacked one will be poisoned. =item I @@ -703,7 +703,7 @@ =item I -The weapon class of the arrow, which has effect on the propability of hitting. +The weapon class of the arrow, which has effect on the probability of hitting. It is recomputed when the arrow is being fired by this formula: @@ -728,7 +728,7 @@ =item I (interally used) -The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE, +The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE, see above in the B description. The I is set when the arrow is fired to either the skill level or the @@ -1058,6 +1058,22 @@ =back +=head3 B - type 65 - change mood of monsters + +speed == 0 for triggered mood changes, speed != 0 for non-triggered mood +changes. + + (based on value that last_sp takes): + 0: 'furious' Makes all monsters aggressive + 1: 'angry' As above but pets are unaffected + 2: 'calm' Makes all monsters unaggressive + 3: 'sleep' Puts all monsters to sleep + 4: 'charm' Makes monster into a pet of person + who triggers the square. This setting + is not enabled for continous operation + 5: 'destroy mons' destroy any monsters on this space + 6: 'destroy pets' destroy friendly monsters on this space + =head3 B - type 72 - Organs and body parts See B description. @@ -1066,58 +1082,6 @@ A type for any object that has no special behaviour. -=head3 B - type 82 - A lamp - -This object represents a lamp, that can be carried and switched -on and off and has a certain amount of fuel in it. - -A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype. -Each of them should point at the other one with it's I field. - -See the I field for the behaviour of a lamp object when it is applied. - -If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off -with a B, see also the description of FLAG_IS_LIGHTABLE. - -=over 4 - -=item I - -The radius of the light that the lamp emits, see also I in the -generic object flags description. - -=item I - -If FLAG_CHANGING is set the I field will indicate how fast the -lamp burns it's fuel (I). - -Setting FLAG_CHANGING makes only sense on the archetype which represents -the 'on' state of the lamp. - -See also the description of FLAG_CHANGING. - -Lamps which have no FLAG_CHANGING set would also make sense and represent -lamps that never burn up. - -=item I - -This is the field that points to the 'other' archetype which represents the -opposite state of the lamp. The newly from I derived object will -replace the current object and will get the value of I of the replaced object. - -Rationale: - -When the lamp (on) is applied a new object is derived from the archetype -in I and the I value is copied to it ('the fuel is -transferred'). The new lamp (off) object has to have a I field -which points to the archetype from which a lamp (on) can be derived. - -=item I - -This fields stands for the fuel of the lamp. - -=back - =head3 B - type 83 - Duplicators or: Multiplicators This type of objects multiplies objects that are above it when it is activated.