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Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.18 by elmex, Thu Dec 21 21:24:06 2006 UTC vs.
Revision 1.24 by root, Sat May 19 00:11:11 2007 UTC

338=head2 Description of type specific fields and behaviour 338=head2 Description of type specific fields and behaviour
339 339
340The beginning of the headers of the following subsection 340The beginning of the headers of the following subsection
341are 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.
342 342
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
343=head3 B<TRANSPORT> - type 2 - Player transports 359=head3 B<TRANSPORT> - type 2 - Player transports
344 360
345This 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
346fields that affect it. 362fields that affect it.
347 363
348=head3 B<ROD> - type 3 - Rods that fire spells 364=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
349 365
350Rods contain spells and can be fired by a player. 366Rods contain spells and can be fired by a player.
351 367
352=over 4 368=over 4
353 369
359the '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
360rod is added as bonus. 376rod is added as bonus.
361 377
362=item I<hp> <number> 378=item I<hp> <number>
363 379
364The 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.
365 382
366=item I<maxhp> <number> 383=item I<maxhp> <number>
367 384
368The maximum amount of spellpoints this rod has. 385The maximum amount of spellpoints this rod has.
369 386
547 564
548=over 4 565=over 4
549 566
550=item I<level> <number> 567=item I<level> <number>
551 568
552This field affects the propability of poisoning. The higher the level difference 569This field affects the probability of poisoning. The higher the level difference
553between the one who is hit and the poision the more propable it is the attacked 570between the one who is hit and the poision the more probable it is the attacked
554one will be poisoned. 571one will be poisoned.
555 572
556=item I<slaying> <race> 573=item I<slaying> <race>
557 574
558This field has the usual meaning of 'slaying', when the 575This field has the usual meaning of 'slaying', when the
684the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field 701the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
685and the arrows I<magic> field. 702and the arrows I<magic> field.
686 703
687=item I<wc> <number> 704=item I<wc> <number>
688 705
689The weapon class of the arrow, which has effect on the propability of hitting. 706The weapon class of the arrow, which has effect on the probability of hitting.
690 707
691It is recomputed when the arrow is being fired by this formula: 708It is recomputed when the arrow is being fired by this formula:
692 709
693 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) 710 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
694 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod 711 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
709Bitfield which decides the attacktype of the damage, see include/attackinc.h 726Bitfield which decides the attacktype of the damage, see include/attackinc.h
710On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>. 727On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
711 728
712=item I<level> <number> (interally used) 729=item I<level> <number> (interally used)
713 730
714The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE, 731The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
715see above in the B<ARROW> description. 732see above in the B<ARROW> description.
716 733
717The I<level> is set when the arrow is fired to either the skill level or the 734The I<level> is set when the arrow is fired to either the skill level or the
718shooters level. 735shooters level.
719 736
848Generally 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
849I<sp> regeneration. 866I<sp> regeneration.
850 867
851=item I<body_BODYSLOT> 868=item I<body_BODYSLOT>
852 869
853The 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
854looked up in common/item.C at body_locations. 871C<BODYSLOT> should be looked up in common/item.C at body_locations.
855 872
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
856=item I<resist_RESISTNACY> <number> 878=item I<resist_RESISTANCY> <number>
857 879
858this 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%
859is multiplied, something like this: 881is multiplied, something like this:
860 882
861 additional_resistancy = (100 - current_resistanct) * (<number>/100) 883 additional_resistancy = (100 - current_resistancy) * (<number>/100)
862 884
863if <number> is negative it is added to the total vulnerabilities, 885if <number> is negative it is added to the total vulnerabilities,
864and later the total resistance is decided by: 886and later the total resistance is decided by:
865 887
866 'total resistance = total protections - total vulnerabilities' 888 'total resistance = total protections - total vulnerabilities'
867 889
868see also common/living.C:fix_player 890see also common/living.C:fix_player.
869 891
870=item I<path_(attuned|repelled|denied)> 892=item I<path_(attuned|repelled|denied)>
871 893
872this 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_*
873for the pathes. 895for the pathes.

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