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Revision 1.17 by elmex, Wed Dec 20 22:54:59 2006 UTC vs.
Revision 1.41 by root, Sat May 7 17:12:28 2011 UTC

1=head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION 1=head1 DELIANTRA OBJECT AND INTERNALS DOCUMENTATION
2 2
3Here is all information about the object types Crossfire+ 3Here is all information about the object types Deliantra
4supports at the moment. This is not a complete documentation (yet) 4supports at the moment. This is not a complete documentation (yet)
5and browsing the source is still recommended to learn about 5and browsing the source is still recommended to learn about
6the objects that aren't documented here. 6the objects that aren't documented here.
7 7
8This documentation is in a sketchy state. It's mostly 8This documentation is in a sketchy state. It's mostly
33This document does explain the behaviour of the objects and the meaning of 33This document does explain the behaviour of the objects and the meaning of
34their fields in the server engine, which are derived from archetypes. 34their fields in the server engine, which are derived from archetypes.
35 35
36This is an example of an archetype: 36This is an example of an archetype:
37 37
38 Object button_trigger 38 object button_trigger
39 name button 39 name button
40 type 30 40 type 30
41 face button_sma.111 41 face button_sma.x11
42 anim 42 anim
43 button_sma.111 43 button_sma.x11
44 button_sma.112 44 button_sma.x12
45 mina 45 mina
46 is_animated 0 46 is_animated 0
47 exp 30 47 exp 30
48 no_pick 1 48 no_pick 1
49 walk_on 1
50 walk_off 1
51 editable 48 49 editable 48
52 visibility 50 50 visibility 50
53 weight 1 51 weight 1
54 end 52 end
55 53
108For players this field reflects the duration of the invisibility 106For players this field reflects the duration of the invisibility
109and is decreased every tick by 1. 107and is decreased every tick by 1.
110 108
111For non-player objects this field is not changed by server ticks. 109For non-player objects this field is not changed by server ticks.
112 110
111=item I<glow_radius> <number>
112
113This field indicates how far an object glows. Default is a radius of 0 (no
114glowing at all). Negative glow radii darken areas - currently, negative
115glow radii are stronger than positive ones.
116
113=item I<speed> <number> 117=item I<speed> <float>
114 118
115If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 119If 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!). 120on the active object list and will be processed each tick (see also speed_left!).
117 121
118If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed 122If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
119from the active object list and it won't experience any processing per tick. 123from the active object list and it won't experience any processing per tick.
120 124
125Negative speed settings in archetypes and files cause a speed_left
126randomisation on load or instantiatian, but for calculations, the absolute
127value is used always.
128
121=item I<speed_left> <number> 129=item I<speed_left> <float>
122 130
123If this field is greater than 0 and the object is on the 131If this field is greater than 0 and the object is on the
124active list (mostly means it's speed is also greater than 0): 132active list (mostly means it's speed is also greater than 0):
125 133
126 - speed_left is decreased by 1 134 - speed_left is decreased by 1
132 140
133This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED) 141This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
134the more seldom the object is processed. And the higher I<speed> is 142the more seldom the object is processed. And the higher I<speed> is
135the more often the object is processed. 143the more often the object is processed.
136 144
137=item I<connected> <number> 145=item I<connected> <identifier>
138 146
139When this field is set the object will be linked to a connection with the 147When this field is set the object will be linked to a connection with the
140id <number>. What happens when the connection is 'activated' depends on the 148same <identifier>. What happens when the connection is 'activated' depends on the
141type of the object. 149type of the object.
142 150
143FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control 151FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
144when to activate the object, see description of these below for further details. 152when to activate the object, see description of these below for further details.
145 153
194See Flags section below. 202See Flags section below.
195 203
196=item I<activate_on_release> (0|1) (default: 1) 204=item I<activate_on_release> (0|1) (default: 1)
197 205
198Sets the flag FLAG_ACTIVATE_ON_RELEASE. 206Sets the flag FLAG_ACTIVATE_ON_RELEASE.
207See Flags section below.
208
209=item I<is_lightable> (0|1)
210
211Sets the flag FLAG_IS_LIGHTABLE.
199See Flags section below. 212See Flags section below.
200 213
201=item I<editable> (more than deprecated) 214=item I<editable> (more than deprecated)
202 215
203This field had a special meaning for crossedit, which used parts 216This field had a special meaning for crossedit, which used parts
204of the server code for editing. Wherever you see this field being 217of the server code for editing. Wherever you see this field being
205set in an archetype ignore it and/or remove it. No code interprets this 218set in an archetype ignore it and/or remove it. No code interprets this
206field anymore. 219field anymore.
207 220
221=item I<last_heal>, I<last_sp>
222
223For monsters and other living stuff that heals or regenarates hp or sp,
224these contain the fractional part of any healing that couldn't be applied
225to hp and sp yet.
226
208=back 227=back
209 228
210=head3 Flags 229=head3 Flags
211 230
212Here are the effects of the flags described. 231Here are the effects of the flags described.
253will be generated. 272will be generated.
254 273
255After the new object is created the I<hp> field from the old object is copied into 274After the new object is created the I<hp> field from the old object is copied into
256the new one. 275the new one.
257 276
258When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied
259to the new object.
260
261=item FLAG_IS_A_TEMPLATE (internal use) 277=item FLAG_IS_A_TEMPLATE (internal use)
262 278
263This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s, 279This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
264or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 280or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
265 281
290This flag is by default on. 306This flag is by default on.
291 307
292=item FLAG_NO_STEAL 308=item FLAG_NO_STEAL
293 309
294When this flag is set this object can't be stolen. The flag will be 310When this flag is set this object can't be stolen. The flag will be
295resetted once the object is placed on a map. 311reset once the object is placed on a map.
296 312
297When this flag is set on a monster it can defent attempts of stealing 313When this flag is set on a monster it can defend attempts at stealing
298(but in this context the flag is only used internally). 314(but in this context the flag is only used internally).
299 315
300=item FLAG_NO_SKILL_IDENT 316=item FLAG_NO_SKILL_IDENT
301 317
302This flag is mostly used internal and prevents unidentified objects 318This flag is mostly used internal and prevents unidentified objects
315=item FLAG_REFL_SPELL 331=item FLAG_REFL_SPELL
316 332
317This flag indicates whether something reflects spells, like spell reflecting 333This flag indicates whether something reflects spells, like spell reflecting
318amuletts. 334amuletts.
319 335
336=item FLAG_IS_LIGHTABLE
337
338This flag indicates whether a B<LIGHTER> can light this object. See also the
339description of the B<LIGHTER> type. How easy you can light an item depends
340partially on the material of the object.
341
342=item FLAG_MONSTER
343
344Enables NPC behaviour in general (both monster AI and friendly AI). Numerous fields
345change their meaning, including:
346
347=over 4
348
349=item I<wis>
350
351Governs the "wake-up radius" - the radius within a monster detects an enemy.
352
353Also, I<wis> governs pathfinding intelligence: 8 and up means the monster
354will partake in basic smell finding. 10 and up additionally spreads smell
355knowledge, and 15 and up additionally will try to perturb the path as to
356find shortcuts.
357
358=back
359
320=back 360=back
321 361
322=head2 Description of type specific fields and behaviour 362=head2 Description of type specific fields and behaviour
323 363
324The beginning of the headers of the following subsection 364The beginning of the headers of the following subsection
327=head3 B<TRANSPORT> - type 2 - Player transports 367=head3 B<TRANSPORT> - type 2 - Player transports
328 368
329This type is implemented by the transport extension and has currently no special 369This type is implemented by the transport extension and has currently no special
330fields that affect it. 370fields that affect it.
331 371
332=head3 B<ROD> - type 3 - Rods that fire spells 372=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
333 373
334Rods contain spells and can be fired by a player. 374Rods contain spells and can be fired by a player.
335 375
336=over 4 376=over 4
337 377
343the 'use magic item' skill level of the player and 1/10 of the level of the 383the 'use magic item' skill level of the player and 1/10 of the level of the
344rod is added as bonus. 384rod is added as bonus.
345 385
346=item I<hp> <number> 386=item I<hp> <number>
347 387
348The amount of spellpoints this rod has left. 388The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
389maxhp/10> per tick.
349 390
350=item I<maxhp> <number> 391=item I<maxhp> <number>
351 392
352The maximum amount of spellpoints this rod has. 393The maximum amount of spellpoints this rod has.
353 394
429This field has some special meaning in potions, currently the 470This field has some special meaning in potions, currently the
430bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 471bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
431restoration potion or improvement potion. 472restoration potion or improvement potion.
432See include/attackinc.h for the bits of these types. 473See include/attackinc.h for the bits of these types.
433 474
434If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION 475If AT_DEPLETE is set the player will be restored and the "depletion"
435will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED 476will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
436set the player will be drained a random stat by inserting an ARCH_DEPLETION 477set the player will be drained a random stat by inserting an "depletion"
437into him. 478into him.
438 479
439If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 480If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
440When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 481When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
441 482
483 524
484=back 525=back
485 526
486=back 527=back
487 528
488=head3 B<FOOD> - type 6 - Eatable stuff 529=head3 B<FOOD> - type 6 - Edible stuff
489 530
490This is for objects that are representing general eatables like 531This is for objects that are representing general eatables like
491beef or bread. 532beef or bread.
492 533
493The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they 534The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
531 572
532=over 4 573=over 4
533 574
534=item I<level> <number> 575=item I<level> <number>
535 576
536This field affects the propability of poisoning. The higher the level difference 577This field affects the probability of poisoning. The higher the level difference
537between the one who is hit and the poision the more propable it is the attacked 578between the one who is hit and the poision the more probable it is the attacked
538one will be poisoned. 579one will be poisoned.
539 580
540=item I<slaying> <race> 581=item I<slaying> <race>
541 582
542This field has the usual meaning of 'slaying', when the 583This field has the usual meaning of 'slaying', when the
593 634
594=head3 B<CLOCK> - type 9 - Clocks 635=head3 B<CLOCK> - type 9 - Clocks
595 636
596This type of objects just display the time when being applied. 637This type of objects just display the time when being applied.
597 638
639=head3 B<VEIN> - type 10 - item veins for mining
640
641Provides a place to apply to mining skill to.
642
643=item I<other_arch> <archname>
644
645The architecture to create on a successful mine.
646
647=item I<food> <number>
648
649The number of items to produce from this vein.
650
651=item I<ac> <percentage>
652
653The base chance of getting an item.
654
655=item I<race> <identifier>
656
657Race of required extraction tools.
658
659=back
660
598=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT) 661=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
599 662
600This is a spell effect of a moving bolt. It moves straigt forward 663This is a spell effect of a moving bolt. It moves straigt forward
601through the map until something blocks it. 664through the map until something blocks it.
602If FLAG_REFLECTING is set it even reflects on walls. 665If FLAG_REFLECTING is set it even reflects on walls.
668the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field 731the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
669and the arrows I<magic> field. 732and the arrows I<magic> field.
670 733
671=item I<wc> <number> 734=item I<wc> <number>
672 735
673The weapon class of the arrow, which has effect on the propability of hitting. 736The weapon class of the arrow, which has effect on the probability of hitting.
674 737
675It is recomputed when the arrow is being fired by this formula: 738It is recomputed when the arrow is being fired by this formula:
676 739
677 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) 740 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
678 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod 741 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
693Bitfield which decides the attacktype of the damage, see include/attackinc.h 756Bitfield which decides the attacktype of the damage, see include/attackinc.h
694On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>. 757On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
695 758
696=item I<level> <number> (interally used) 759=item I<level> <number> (interally used)
697 760
698The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE, 761The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
699see above in the B<ARROW> description. 762see above in the B<ARROW> description.
700 763
701The I<level> is set when the arrow is fired to either the skill level or the 764The I<level> is set when the arrow is fired to either the skill level or the
702shooters level. 765shooters level.
703 766
714The minimum I<speed> of an arrow is 1.0. 777The minimum I<speed> of an arrow is 1.0.
715 778
716While flying the arrows I<speed> is decreased by 0.05 each time it's moved. 779While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
717 780
718If the I<speed> is above 10.0 it goes straight through the creature it hits and 781If the I<speed> is above 10.0 it goes straight through the creature it hits and
719it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is 782its I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
720stopped and either sticked into the victim (see I<weight> field description) or 783stopped and either stuck into the victim (see I<weight> field description) or
721put on it's map square (if it didn't break, see description of the I<food> field). 784put on its map square (if it didn't break, see description of the I<food> field).
722 785
723=item I<weight> <number> 786=item I<weight> <number>
724 787
725This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg) 788This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
726the arrow will stick in the victim it hits. Otherwise it will fall to the ground. 789the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
832Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 895Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
833I<sp> regeneration. 896I<sp> regeneration.
834 897
835=item I<body_BODYSLOT> 898=item I<body_BODYSLOT>
836 899
837The part of the body you need to use this weapon, possible values should be 900The part/slot of the body you need to use this weapon, possible values for
838looked up in common/item.C at body_locations. 901C<BODYSLOT> should be looked up in common/item.C at body_locations.
839 902
903The value (in the range C<-7..7>) gives the number of those body slots
904used up by the item (if negative) or the number of body slots this object
905has (if positive, e.g. for monsters or players). The special value C<0>
906indicates that this object cannot equip items requiring these body slots.
907
840=item I<resist_RESISTNACY> <number> 908=item I<resist_RESISTANCY> <number>
841 909
842this is the factor with which the difference of the players resistancy and 100% 910this is the factor with which the difference of the players resistancy and 100%
843is multiplied, something like this: 911is multiplied, something like this:
844 912
845 additional_resistancy = (100 - current_resistanct) * (<number>/100) 913 additional_resistancy = (100 - current_resistancy) * (<number>/100)
846 914
847if <number> is negative it is added to the total vulnerabilities, 915if <number> is negative it is added to the total vulnerabilities,
848and later the total resistance is decided by: 916and later the total resistance is decided by:
849 917
850 'total resistance = total protections - total vulnerabilities' 918 'total resistance = total protections - total vulnerabilities'
851 919
852see also common/living.C:fix_player 920see also common/living.C:fix_player.
853 921
854=item I<path_(attuned|repelled|denied)> 922=item I<path_(attuned|repelled|denied)>
855 923
856this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 924this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
857for the pathes. 925for the pathes.
933=item I<hp> <number> 1001=item I<hp> <number>
934 1002
935If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can 1003If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
936be used. 1004be used.
937 1005
938=item I<speed> <number> 1006=item I<speed> <float>
939 1007
940If I<speed> is set the creator will create an object periodically, 1008If I<speed> is set the creator will create an object periodically,
941see I<speed> and I<speed_left> fields in the general object field description 1009see I<speed> and I<speed_left> fields in the general object field description
942for more details. 1010for more details.
943 1011
948=item I<other_arch> <string> 1016=item I<other_arch> <string>
949 1017
950If the inventory of the creator is empty new objects will be derived from the 1018If the inventory of the creator is empty new objects will be derived from the
951archetype named by <string>. 1019archetype named by <string>.
952 1020
953=item I<connected> <number> 1021=item I<connected> <identifier>
954 1022
955See generic object field description. 1023See generic object field description.
1024
1025=back
1026
1027=head3 B<SKILL> - type 43 - Skills
1028
1029This type is basically for representing skills in the game.
1030
1031=over 4
1032
1033=item I<subtype> <skill number>
1034
1035=item I<skill> <string>
1036
1037The skill identifier used by other items, usually the skill name
1038
1039=item I<level> <percentage>
1040
1041not used?
1042
1043=item I<exp> <number>
1044
1045Base amount of experience in a skill, for skills not starting at zero.
1046
1047=item I<expmul> <float>
1048
1049Experience is multiplied by this factor.
1050
1051=item I<cached_sp> <integer>
1052
1053Used internally by the server (cannot be used in files).
956 1054
957=back 1055=back
958 1056
959=head3 B<DRINK> - type 54 - Drinkable stuff 1057=head3 B<DRINK> - type 54 - Drinkable stuff
960 1058
1007=item I<race> <string> 1105=item I<race> <string>
1008 1106
1009If this field is set the inventory checker will search for an object which 1107If this field is set the inventory checker will search for an object which
1010has the archetype name that matches <string>. 1108has the archetype name that matches <string>.
1011 1109
1012=item I<connected> <connection id> 1110=item I<connected> <identifier>
1013 1111
1014This is the connection that will be activated. The connection is 1112This is the connection that will be activated. The connection is
1015'pushed' when someone enters the space with the inventory checker, 1113'pushed' when someone enters the space with the inventory checker,
1016and it is 'released' when he leaves it. 1114and it is 'released' when he leaves it.
1017 1115
1018See also the description of the I<connected> field in the generic object field 1116See also the description of the I<connected> field in the generic object
1019section. 1117field section.
1020 1118
1021=back 1119=back
1120
1121=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1122
1123speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1124changes.
1125
1126 (based on value that last_sp takes):
1127 0: 'furious' Makes all monsters aggressive
1128 1: 'angry' As above but pets are unaffected
1129 2: 'calm' Makes all monsters unaggressive
1130 3: 'sleep' Puts all monsters to sleep
1131 4: 'charm' Makes monster into a pet of person
1132 who triggers the square. This setting
1133 is not enabled for continous operation
1134 5: 'destroy mons' destroy any monsters on this space
1135 6: 'destroy pets' destroy friendly monsters on this space
1022 1136
1023=head3 B<FLESH> - type 72 - Organs and body parts 1137=head3 B<FLESH> - type 72 - Organs and body parts
1024 1138
1025See B<FOOD> description. 1139See B<FOOD> description.
1026 1140
1027=head3 B<MISC_OBJECT> - type 79 - Misc. objects 1141=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1028 1142
1029A type for any object that has no special behaviour. 1143A type for any object that has no special behaviour.
1030
1031=head3 B<LAMP> - type 82 - A lamp
1032
1033This object represents a lamp, that can be carried and switched
1034on and off and has a certain amount of fuel in it.
1035
1036A 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.
1038
1039See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1040
1041=over 4
1042
1043=item I<speed> <number>
1044
1045If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1046lamp burns it's fuel (I<food>).
1047
1048Setting FLAG_CHANGING makes only sense on the archetype which represents
1049the 'on' state of the lamp.
1050
1051See also the description of FLAG_CHANGING.
1052
1053Lamps which have no FLAG_CHANGING set would also make sense and represent
1054lamps that never burn up.
1055
1056=item I<other_arch> <number>
1057
1058This is the field that points to the 'other' archetype which represents the
1059opposite state of the lamp. The newly from I<other_arch> derived object will
1060replace the current object and will get the value of I<food> of the replaced object.
1061
1062Rationale:
1063
1064When the lamp (on) is applied a new object is derived from the archetype
1065in I<other_arch> and the I<food> value is copied to it ('the fuel is
1066transferred'). The new lamp (off) object has to have a I<other_arch> field
1067which points to the archetype from which a lamp (on) can be derived.
1068
1069=item I<food> <number>
1070
1071This fields stands for the fuel of the lamp.
1072
1073=back
1074 1144
1075=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators 1145=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1076 1146
1077This type of objects multiplies objects that are above it when it is activated. 1147This type of objects multiplies objects that are above it when it is activated.
1078You can even multiply by 0, which will destroy the object. 1148You can even multiply by 0, which will destroy the object.
1085 1155
1086=item I<other_arch> <string> 1156=item I<other_arch> <string>
1087 1157
1088The archetype name of the objects that should be multiplied. 1158The archetype name of the objects that should be multiplied.
1089 1159
1090=item I<connected> <number> 1160=item I<connected> <identifier>
1091 1161
1092See generic object field description. 1162See generic object field description.
1093 1163
1094=back 1164=back
1095 1165
1113when the connection is activated. This field only has effect when the 1183when the connection is activated. This field only has effect when the
1114connection is triggered. So if you put a closed hole on a map, and the 1184connection is triggered. So if you put a closed hole on a map, and the
1115connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the 1185connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1116connection was triggered once. 1186connection was triggered once.
1117 1187
1118=item I<connected> <connection id> 1188=item I<connected> <identifier>
1119 1189
1120This is the connection id, which lets the hole opening or closing when 1190This is the connection id, which lets the hole opening or closing when
1121activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1191activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1122at which connection state the object is activated. 1192at which connection state the object is activated.
1123 1193

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