--- deliantra/server/pod/objects.pod 2006/12/19 21:06:08 1.7 +++ deliantra/server/pod/objects.pod 2006/12/20 13:07:13 1.13 @@ -120,6 +120,26 @@ Sets the flag FLAG_AUTO_APPLY. See Flags section below. +=item no_steal (0|1) + +Sets the flag FLAG_NO_STEAL. +See Flags section below. + +=item reflecting (0|1) + +Sets the flag FLAG_REFLECTING. +See Flags section below. + +=item reflect_spell (0|1) + +Sets the flag FLAG_REFL_SPELL. +See Flags section below. + +=item no_skill_ident (0|1) + +Sets the flag FLAG_NO_SKILL_IDENT. +See Flags section below. + =item activate_on_push (0|1) (default: 1) Sets the flag FLAG_ACTIVATE_ON_PUSH. @@ -195,6 +215,34 @@ This flag is by default on. +=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. + +When this flag is set on a monster it can defent attempts of stealing +(but in this context the flag is only used internally). + +=item FLAG_NO_SKILL_IDENT + +This flag is mostly used internal and prevents unidentified objects +(objects which don't have FLAG_IDENTIFIED set) being identified by +skills. + +This flag is used to mark objects to never being identified by a skill +once a player failed to identify an object. So that multiple tries +of identifying aren't more effective than one. + +=item FLAG_REFLECTING + +This flag is used by spell effects (eg. SP_BOLT), THROWN_OBJ and ARROW +to indicate whether this object reflects off walls. + +=item FLAG_REFL_SPELL + +This flag indicates whether something reflects spells, like spell reflecting +amuletts. + =back =head2 Description of type specific attributes @@ -373,7 +421,8 @@ The specialty of FLESH is that it inherits the resistancies of the monsters it was generated in and will let dragons raise their resistancies -with that. +with that. If the monster has the POISON attacktype the FLESH +will change into POISON. If a player runs low on food he will grab for FOOD, DRINK and POISON and if he doesn't find any of that he will start eating FLESH. @@ -399,6 +448,124 @@ =back +=head3 POISON - type 7 - Poisonous stuff + +This type is for objects that can poison the player when drinking. +When applied it will hit the attacked with AT_POISON and will create +a POISONING object in the one who was hit. + +=over 4 + +=item level + +This field affects the propability of poisoning. The higher the level difference +between the one who is hit and the poision the mose propable it is the attacked +one will be poisoned. + +=item slaying + +On poison this field has the usual meaning of 'slaying', when the +ones race matches the slaying field the damage done by the poison +is multiplied by 3. + +=item hp + +This is the amount of damage the player will receive from applying this. The +attacktype AT_POISON will be used to hit the player and the damage will +determine the strenght, duration and depletion of stats of the poisoning. The +created POISONING object which is being placed in the one who was attacked will +get the damage from this field (which is maybe adjusted by slaying or the +resistancies). + +=item food + +1/4 of will be drained from the players food. + +=item on_use_yield + +When this object is applied an instance of will be created. + +=back + +=head3 BOOK - type 8 - Readable books + +This type is basically for representing text books in the game. + +Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). + +=over 4 + +=item msg + +This is the contents of the book. When this field is unset +at treasure generation a random text will be inserted. + +=item skill + +The skill required to read this book. (The most resonable +skill would be literacy). + +=item exp + +The experience points the player get for reading this book. + +=item subtype + +This field determines the type of the readable. +Please see common/readable.C in the readable_message_types table. + +=back + +=head3 CLOCK - type 9 - Clocks + +This type of objects just display the time when being applied. + +=head3 LIGHTNING - type 12 - Lightnings (DEPRECATED, see SPELL_EFFECT subtype SP_BOLT) + +This is a spell effect of a moving bolt. It moves straigt forward +through the map until something blocks it. +If FLAG_REFLECTING is set it even reflects on walls. + +FLAG_IS_TURNABLE should be set on these objects. + +=over 4 + +=item move_type + +This field affects the move type with which the lightning moves through +the map and which map cells will reflect or block it. + +=item attacktype + +The attacktype with which it hits the objects on the map. + +=item dam + +The damage this bolt inflicts when it hits objects on the map. + +=item Dex + +This is the fork percentage, it is reduced by 10 per fork. +And the damage is halved on each fork. + +=item Con + +This value is a percentage of which the forking lightning +is deflected to the left. This value should be mostly used internally. + +=item duration + +The duration the bolt stays on a map cell. This field is decreased each time +the object is processed (see the meaning of speed and speed_left fields in +the object general description). + +=item range + +This is the range of the bolt, each space it advances this field is decreased. + +=back + + =head3 WEAPON - type 15 - Weapons This type is for general hack and slash weapons like swords, maces @@ -545,6 +712,19 @@ FLAG_SEE_IN_DARK FLAG_UNDEAD +=head3 GRIMREAPER - type 28 - Grimreapers + +These type are mostly used for monsters, they give the +monster the ability to dissapear after 10 hits with AT_DRAIN. + +=over 4 + +=item value + +This field stores the hits the monster did yet. + +=back + =head3 DRINK - type 54 - Drinkable stuff See FOOD description. @@ -608,6 +788,10 @@ See FOOD description. +=head3 MISC_OBJECT - type 79 - Misc. objects + +A type for any object that has no special behaviour. + =head3 HOLE - type 94 - Holes Holes are holes in the ground where objects can fall through. When the hole @@ -654,6 +838,32 @@ =back +=head3 POISONING - type 105 - The poisoning of players and monsters + +This type is doing the actual damage to the ones who were attacked +via AT_POISON (or drank POISON). + +The duration is handled via the FLAG_IS_USED_UP mechanism (please look +there for details). + +=over 4 + +=item dam + +Each time the poisoning is processed (which is determined by the speed and speed_left +fields, see the general object attributes above) it hits the player with + damage and the AT_INTERNAL attacktype (means: it will simply +hit the player with no strings attached). + +=item food + +Just a note: The posion is removed when food == 1 and not when +the whole duration is up, because the POISONING code has to remove +the poison-effects from the player before the FLAG_IS_USED_UP mechanism +deletes the POISONING object. + +=back + =head3 FORCE - type 114 - Forces Forces are a very 'thin' type. They don't have much behaviour other than