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Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.7 by elmex, Tue Dec 19 21:06:08 2006 UTC vs.
Revision 1.13 by elmex, Wed Dec 20 13:07:13 2006 UTC

118=item auto_apply (0|1) 118=item auto_apply (0|1)
119 119
120Sets the flag FLAG_AUTO_APPLY. 120Sets the flag FLAG_AUTO_APPLY.
121See Flags section below. 121See Flags section below.
122 122
123=item no_steal (0|1)
124
125Sets the flag FLAG_NO_STEAL.
126See Flags section below.
127
128=item reflecting (0|1)
129
130Sets the flag FLAG_REFLECTING.
131See Flags section below.
132
133=item reflect_spell (0|1)
134
135Sets the flag FLAG_REFL_SPELL.
136See Flags section below.
137
138=item no_skill_ident (0|1)
139
140Sets the flag FLAG_NO_SKILL_IDENT.
141See Flags section below.
142
123=item activate_on_push (0|1) (default: 1) 143=item activate_on_push (0|1) (default: 1)
124 144
125Sets the flag FLAG_ACTIVATE_ON_PUSH. 145Sets the flag FLAG_ACTIVATE_ON_PUSH.
126See Flags section below. 146See Flags section below.
127 147
192This flag has only meaning for objects that can be linked together 212This flag has only meaning for objects that can be linked together
193with the 'connected' field and controls wether the object should 213with the 'connected' field and controls wether the object should
194be activated when the connection is 'pushed' or it is 'released'. 214be activated when the connection is 'pushed' or it is 'released'.
195 215
196This flag is by default on. 216This flag is by default on.
217
218=item FLAG_NO_STEAL
219
220When this flag is set this object can't be stolen. The flag will be
221resetted once the object is placed on a map.
222
223When this flag is set on a monster it can defent attempts of stealing
224(but in this context the flag is only used internally).
225
226=item FLAG_NO_SKILL_IDENT
227
228This flag is mostly used internal and prevents unidentified objects
229(objects which don't have FLAG_IDENTIFIED set) being identified by
230skills.
231
232This flag is used to mark objects to never being identified by a skill
233once a player failed to identify an object. So that multiple tries
234of identifying aren't more effective than one.
235
236=item FLAG_REFLECTING
237
238This flag is used by spell effects (eg. SP_BOLT), THROWN_OBJ and ARROW
239to indicate whether this object reflects off walls.
240
241=item FLAG_REFL_SPELL
242
243This flag indicates whether something reflects spells, like spell reflecting
244amuletts.
197 245
198=back 246=back
199 247
200=head2 Description of type specific attributes 248=head2 Description of type specific attributes
201 249
371The main difference between FOOD, FLESH and DRINK is that they 419The main difference between FOOD, FLESH and DRINK is that they
372give different messages. 420give different messages.
373 421
374The specialty of FLESH is that it inherits the resistancies of the 422The specialty of FLESH is that it inherits the resistancies of the
375monsters it was generated in and will let dragons raise their resistancies 423monsters it was generated in and will let dragons raise their resistancies
376with that. 424with that. If the monster has the POISON attacktype the FLESH
425will change into POISON.
377 426
378If a player runs low on food he will grab for FOOD, DRINK and POISON 427If a player runs low on food he will grab for FOOD, DRINK and POISON
379and if he doesn't find any of that he will start eating FLESH. 428and if he doesn't find any of that he will start eating FLESH.
380 429
381=over 4 430=over 4
396=item on_use_yield <archetype> 445=item on_use_yield <archetype>
397 446
398When this object is applied an instance of <archetype> will be created. 447When this object is applied an instance of <archetype> will be created.
399 448
400=back 449=back
450
451=head3 POISON - type 7 - Poisonous stuff
452
453This type is for objects that can poison the player when drinking.
454When applied it will hit the attacked with AT_POISON and will create
455a POISONING object in the one who was hit.
456
457=over 4
458
459=item level <number>
460
461This field affects the propability of poisoning. The higher the level difference
462between the one who is hit and the poision the mose propable it is the attacked
463one will be poisoned.
464
465=item slaying <race>
466
467On poison this field has the usual meaning of 'slaying', when the
468ones race matches the slaying field the damage done by the poison
469is multiplied by 3.
470
471=item hp <number>
472
473This is the amount of damage the player will receive from applying this. The
474attacktype AT_POISON will be used to hit the player and the damage will
475determine the strenght, duration and depletion of stats of the poisoning. The
476created POISONING object which is being placed in the one who was attacked will
477get the damage from this field (which is maybe adjusted by slaying or the
478resistancies).
479
480=item food <number>
481
4821/4 of <number> will be drained from the players food.
483
484=item on_use_yield <archetype>
485
486When this object is applied an instance of <archetype> will be created.
487
488=back
489
490=head3 BOOK - type 8 - Readable books
491
492This type is basically for representing text books in the game.
493
494Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
495
496=over 4
497
498=item msg <text>
499
500This is the contents of the book. When this field is unset
501at treasure generation a random text will be inserted.
502
503=item skill <skill name>
504
505The skill required to read this book. (The most resonable
506skill would be literacy).
507
508=item exp <number>
509
510The experience points the player get for reading this book.
511
512=item subtype <readable subtype>
513
514This field determines the type of the readable.
515Please see common/readable.C in the readable_message_types table.
516
517=back
518
519=head3 CLOCK - type 9 - Clocks
520
521This type of objects just display the time when being applied.
522
523=head3 LIGHTNING - type 12 - Lightnings (DEPRECATED, see SPELL_EFFECT subtype SP_BOLT)
524
525This is a spell effect of a moving bolt. It moves straigt forward
526through the map until something blocks it.
527If FLAG_REFLECTING is set it even reflects on walls.
528
529FLAG_IS_TURNABLE should be set on these objects.
530
531=over 4
532
533=item move_type <movetype>
534
535This field affects the move type with which the lightning moves through
536the map and which map cells will reflect or block it.
537
538=item attacktype <attacktype>
539
540The attacktype with which it hits the objects on the map.
541
542=item dam <number>
543
544The damage this bolt inflicts when it hits objects on the map.
545
546=item Dex <number>
547
548This is the fork percentage, it is reduced by 10 per fork.
549And the damage is halved on each fork.
550
551=item Con <number>
552
553This value is a percentage of which the forking lightning
554is deflected to the left. This value should be mostly used internally.
555
556=item duration <number>
557
558The duration the bolt stays on a map cell. This field is decreased each time
559the object is processed (see the meaning of speed and speed_left fields in
560the object general description).
561
562=item range <number>
563
564This is the range of the bolt, each space it advances this field is decreased.
565
566=back
567
401 568
402=head3 WEAPON - type 15 - Weapons 569=head3 WEAPON - type 15 - Weapons
403 570
404This type is for general hack and slash weapons like swords, maces 571This type is for general hack and slash weapons like swords, maces
405and daggers and and .... 572and daggers and and ....
543 FLAG_XRAYS 710 FLAG_XRAYS
544 FLAG_BLIND 711 FLAG_BLIND
545 FLAG_SEE_IN_DARK 712 FLAG_SEE_IN_DARK
546 FLAG_UNDEAD 713 FLAG_UNDEAD
547 714
715=head3 GRIMREAPER - type 28 - Grimreapers
716
717These type are mostly used for monsters, they give the
718monster the ability to dissapear after 10 hits with AT_DRAIN.
719
720=over 4
721
722=item value <number>
723
724This field stores the hits the monster did yet.
725
726=back
727
548=head3 DRINK - type 54 - Drinkable stuff 728=head3 DRINK - type 54 - Drinkable stuff
549 729
550See FOOD description. 730See FOOD description.
551 731
552=head3 CHECK_INV - type 64 - Inventory checkers 732=head3 CHECK_INV - type 64 - Inventory checkers
605=back 785=back
606 786
607=head3 FLESH - type 72 - Organs and body parts 787=head3 FLESH - type 72 - Organs and body parts
608 788
609See FOOD description. 789See FOOD description.
790
791=head3 MISC_OBJECT - type 79 - Misc. objects
792
793A type for any object that has no special behaviour.
610 794
611=head3 HOLE - type 94 - Holes 795=head3 HOLE - type 94 - Holes
612 796
613Holes are holes in the ground where objects can fall through. When the hole 797Holes are holes in the ground where objects can fall through. When the hole
614opens and/or is completly open all objects above it fall through (more 798opens and/or is completly open all objects above it fall through (more
652 836
653The destination x coordinates on the same map. 837The destination x coordinates on the same map.
654 838
655=back 839=back
656 840
841=head3 POISONING - type 105 - The poisoning of players and monsters
842
843This type is doing the actual damage to the ones who were attacked
844via AT_POISON (or drank POISON).
845
846The duration is handled via the FLAG_IS_USED_UP mechanism (please look
847there for details).
848
849=over 4
850
851=item dam <number>
852
853Each time the poisoning is processed (which is determined by the speed and speed_left
854fields, see the general object attributes above) it hits the player with
855<number> damage and the AT_INTERNAL attacktype (means: it will simply
856hit the player with no strings attached).
857
858=item food <number>
859
860Just a note: The posion is removed when food == 1 and not when
861the whole duration is up, because the POISONING code has to remove
862the poison-effects from the player before the FLAG_IS_USED_UP mechanism
863deletes the POISONING object.
864
865=back
866
657=head3 FORCE - type 114 - Forces 867=head3 FORCE - type 114 - Forces
658 868
659Forces are a very 'thin' type. They don't have much behaviour other than 869Forces are a very 'thin' type. They don't have much behaviour other than
660disappearing after a time and/or affecting the player if they are in his 870disappearing after a time and/or affecting the player if they are in his
661inventory. 871inventory.

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