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Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.1 by elmex, Mon Dec 18 10:57:09 2006 UTC vs.
Revision 1.4 by elmex, Mon Dec 18 16:53:04 2006 UTC

49or shouldn't be set by an archetype. If the internal names differs the 49or shouldn't be set by an archetype. If the internal names differs the
50external name (for the archetypes) for the attribute is written behind it. 50external name (for the archetypes) for the attribute is written behind it.
51 51
52=head2 Description of generic archetype and object attributes 52=head2 Description of generic archetype and object attributes
53 53
54These are the fields that most of the objects have and/or their
55default behaviour.
56
54=over 4 57=over 4
58
59=item name <string>
60
61The name of the object.
62
63=item name_pl <string>
64
65The name of a collection of these objects (the plural of the name).
66
67=item face <facename>
68
69The graphical appearance of this object.
70
71=item invisible <number>
72
73If the <number> is greater than 0 the object is invisible.
74For players this field reflects the duration of the invisibility
75and is decreased every tick by 1.
76
77For non-player objects this field is not changed by server ticks.
78
79=item speed <number>
80
81If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
82on the active object list and will be processed each tick (see also speed_left!).
83
84If the speed field drops below the MIN_ACTIVE_SPEED the object is removed
85from the active object list and it won't experience any processing per tick.
86
87=item speed_left <number>
88
89If this field is greater than 0 and the object is on the
90active list (mostly means it's speed is also greater than 0):
91
92 - speed_left is decreased by 1
93 - and this object is processed and experiences a server tick.
94
95If the object is on the active list and speed_left is lower or
96equal to 0 the absolute value of the speed field is added to speed_left
97on the end of the tick.
98
99=item no_drop (0|1)
100
101Sets the flag FLAG_NO_DROP.
102See Flags section below.
103
104=item applied (0|1)
105
106Sets the flag FLAG_APPLIED.
107See Flags section below.
108
109=item is_used_up (0|1)
110
111Sets the flag FLAG_IS_USED_UP.
112See Flags section below.
113
114=item auto_apply (0|1)
115
116Sets the flag FLAG_AUTO_APPLY.
117See Flags section below.
118
119=item editable (more than deprecated)
120
121This field had a special meaning for crossedit, which used parts
122of the server code for editing. Wherever you see this attribute being
123set in an archetype ignore it and/or remove it. No code interprets this
124field anymore.
125
126=back
127
128=head3 Flags
129
130Here are the effects of the flags described.
131
132=over 4
133
134=item FLAG_NO_DROP
135
136An object can't be picked up and dropped.
137
138=item FLAG_APPLIED
139
140This flag mostly states whether this object has been 'applied' by the player.
141For objects that are applied by the code or have this flag set in the archetype
142it mostly means 'this object is active'.
143
144For example the player adjustments of the hp/sp/grace fields and inheritance
145of flags from objects in his inventory is toggled by this flag.
146
147=item FLAG_IS_USED_UP
148
149This flag controls whether an object is 'used up'. If it is set the 'food' field
150of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha
151it is removed.
152
153If also the flag FLAG_APPLIED is set, the 'duration' field controls whether
154this object is removed or not, see the Force type below for the meaning
155of the duration field in this context.
156
157If FLAG_APPLIED is not set the object is destroyed.
158
159=item FLAG_IS_A_TEMPLATE (internal use)
160
161This flag is set on the inventory of generators like CREATORs and CONVERTERs,
162or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
163
164=item FLAG_AUTO_APPLY
165
166This flag has currently only meaning for the TREASURE type, see below.
55 167
56=back 168=back
57 169
58=head2 Description of type specific attributes 170=head2 Description of type specific attributes
59 171
60The beginning of the headers of the following subsection 172The beginning of the headers of the following subsection
61are the server internal names for the objects types, see include/define.h. 173are the server internal names for the objects types, see include/define.h.
62The numeric values are maybe not 100% accurate, as the code is a changing 174
63target, please consult include/define.h in doubt :-) 175=head3 TRANSPORT - type 2 - Player transports
176
177This type is implemented by the transport extension and has currently no special
178attributes that affect it.
179
180=head3 ROD - type 3 - Rods that fire spells
181
182Rods contain spells and can be fired by a player.
183
184=over 4
185
186=item level <number>
187
188This attribute is used for calculating the spell level that can be fired
189with this rod, it's also the maximum level of the spell that can be fired.
190The level of the spell that is being fired depends mostly on
191the 'use magic item' skill level of the player and 1/10 of the level of the
192rod is added as bonus.
193
194=item hp <number>
195
196The amount of spellpoints this rod has left.
197
198=item maxhp <number>
199
200The maximum amount of spellpoints this rod has.
201
202=item skill <skill name>
203
204This field determines which skill you need to apply this object.
205
206=back
207
208=head3 TREASURE - type 4 - Treasures
209
210This type of objects are for random treasure generation in maps.
211If this object is applied by a player it will replace itself with it's
212inventory. If it is automatically applied
213generate a treasure and replace itself with the generated treasure.
214
215Chests are also of this type, their treasures are generated by
216the auto apply code on map instantiation.
217
218=over 4
219
220=item hp <number>
221
222The number of treasures to generate.
223
224=item exp <level>
225
226If FLAG_AUTO_APPLY is not set the exp field has no further meaning
227and the difficulty for the treasurecode only depends on the maps difficulty,
228otherwise the exp field has the following meaning:
229
230If this field is not 0 it is passed as the difficulty
231to the treasure generation code to determine how good, how much
232worth a treasure is or what bonuses it is given by the treasure code.
233
234If this field is not set or 0 the difficulty of the map is passed to the treasure
235generation code.
236
237=item randomitems <treasurelist>
238
239The treasurelist to use to generate the treasure which is put in the
240treasure objects inventory.
241
242=back
243
244=head3 POTION - type 5 - Potions for drinking and other nastynesses
245
246These objects contain a spell and will emit it on apply, which most
247of the time has the meaning of 'drinking'.
248
249If no resistancy field, stat field or attacktype is set and no spell
250is put in the potion by the sp field or the randomitems the
251potion will become an artifact and the artifact code decides which kind
252of potion will be generated.
253
254If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
255will yield an explosion and hurt the player.
256
257=over 4
258
259=item Str, Dex, Con, Int, Wis, Cha, Pow <number>
260
261These stat fields determine how many stat points the player gets
262when he applies this potion.
263
264If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
265
266=item sp <number>
267
268If this field is set and the randomitems field is not set
269the field is interpreted as spell number, please look the right
270number up in common/loader.C.
271
272If this field is set the randomitems field will be unset by the
273map loading code.
274
275=item attacktype <attacktype>
276
277This field has some special meaning in potions, currently the
278bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
279restoration potion or improvement potion.
280See include/attackinc.h for the bits of these types.
281
282If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
283will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
284set the player will be drained a random stat by inserting an ARCH_DEPLETION
285into him.
286
287If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
288When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
289
290=item resist_<resistancy> <number>
291
292If this stat is set and no spell is in the potion the potion
293will create a force that give the player this specific resistancy.
294The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
295and the potion will last 10 times longer than the default force archetype
296FORCE_NAME (at the moment of this writing spell/force.arc).
297
298=item randomitems <treasurelist>
299
300The inventory/spell of the potion will be created by calling the treasure code
301with the treasurelist specified here. (I guess it's highly undefined what
302happens if there is not a spell in the potions inventory).
303
304=item on_use_yield <archetype>
305
306When this object is applied this object will be created.
307This field is also used by FOOD and POISON.
308
309=item subtypes <potion subtype>
310
311see include/spells.h for possible potion subtypes, there are currently 4:
312
313=over 4
314
315=item POT_SPELL
316
317Unused, default behaiour of a potion.
318
319=item POT_DUST
320
321This potion can be thrown to cast the spell that it has in it's inventory,
322the behaviour is not defined if there is not a spell in the inventory and the
323server will log an error.
324
325=item POT_FIGURINE
326
327Unused, default behaiour of a potion.
328
329=item POT_BALM
330
331Unused, default behaiour of a potion.
332
333=back
334
335=back
64 336
65=head3 WEAPON - type 15 - Weapons 337=head3 WEAPON - type 15 - Weapons
66 338
67This type is for general hack and slash weapons like swords, maces 339This type is for general hack and slash weapons like swords, maces
68and daggers and and .... 340and daggers and and ....
75 347
76=item attacktype <bitmask> 348=item attacktype <bitmask>
77 349
78bitfield which decides the attacktype of the damage, see include/attackinc.h 350bitfield which decides the attacktype of the damage, see include/attackinc.h
79 351
80=item dam <integer> 352=item dam <number>
81 353
82amount of damage being done with the attacktype 354amount of damage being done with the attacktype
83 355
84=item item_power <level> 356=item item_power <level>
85 357
104 376
105=item last_sp 377=item last_sp
106 378
107the weapon speed (see magic description) 379the weapon speed (see magic description)
108 380
109=item food <integer> 381=item food <number>
110 382
111addition to food regeneration of the player 383addition to food regeneration of the player
112 384
113=item hp <integer> 385=item hp <number>
114 386
115addition to health regeneration 387addition to health regeneration
116 388
117=item sp <integer> 389=item sp <number>
118 390
119addition to mana regeneration 391addition to mana regeneration
120 392
121=item grace <integer> 393=item grace <number>
122 394
123addititon to grace regeneration 395addititon to grace regeneration
124 396
125=item gen_sp_armour <integer> 397=item gen_sp_armour <number>
126 398
127the players gen_sp_armour field (which is per default 10) is added the <integer> amount. 399the players gen_sp_armour field (which is per default 10) is added the <number> amount.
128gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 400gen_sp_armour seems to be a factor with which gen_sp in do_some_living()
129is multiplied: gen_sp *= 10/<integer> 401is multiplied: gen_sp *= 10/<number>
130meaning: values > 10 of gen_sp_armour limits the amout of regenerated 402meaning: values > 10 of gen_sp_armour limits the amout of regenerated
131spellpoints. 403spellpoints.
132 404
133generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 405generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
134sp regeneration. 406sp regeneration.
136=item body_<body slot/part> 408=item body_<body slot/part>
137 409
138the part of the body you need to use this weapon, possible values should be 410the part of the body you need to use this weapon, possible values should be
139looked up in common/item.C at body_locations. 411looked up in common/item.C at body_locations.
140 412
141=item resist_<resistnacy> <integer> 413=item resist_<resistnacy> <number>
142 414
143this is the factor with which the difference of the players resistancy and 100% 415this is the factor with which the difference of the players resistancy and 100%
144is multiplied, something like this: 416is multiplied, something like this:
145 417
146 additional_resistancy = (100 - current_resistanct) * (<integer>/100) 418 additional_resistancy = (100 - current_resistanct) * (<number>/100)
147 419
148if <integer> is negative it is added to the total vulnerabilities, 420if <number> is negative it is added to the total vulnerabilities,
149and later the total resistance is decided by: 421and later the total resistance is decided by:
150 422
151 'total resistance = total protections - total vulnerabilities' 423 'total resistance = total protections - total vulnerabilities'
152 424
153see also common/living.C:fix_player 425see also common/living.C:fix_player
155=item patch_(attuned|repelled|denied) 427=item patch_(attuned|repelled|denied)
156 428
157this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 429this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
158for the pathes. 430for the pathes.
159 431
160=item luck <integer> 432=item luck <number>
161 433
162this luck is added to the players luck 434this luck is added to the players luck
163 435
164=item move_type 436=item move_type
165 437
166if the weapon has a move_type set the player inherits it's move_type 438if the weapon has a move_type set the player inherits it's move_type
167 439
168=item exp <integer> 440=item exp <number>
169 441
170the added_speed and bonus_speed of the player is raised by <integer>/3. 442the added_speed and bonus_speed of the player is raised by <number>/3.
171if <integer> < 0 then the added_speed is decreased by <integer> 443if <number> < 0 then the added_speed is decreased by <number>
172 444
173=item weight 445=item weight
174 446
175the weight of the weapon 447the weight of the weapon
176 448
185 - dam: the players dam is adjusted by: player->dam += (dam + magic) 457 - dam: the players dam is adjusted by: player->dam += (dam + magic)
186 458
187 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 459 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
188 (minium is 0) 460 (minium is 0)
189 461
190=item ac <integer> 462=item ac <number>
191 463
192the amount of ac points the player's ac is decreased 464the amount of ac points the player's ac is decreased
193 465
194=item wc <integer> 466=item wc <number>
195 467
196the amount of wc points the player's ac is decreased 468the amount of wc points the player's wc is decreased
197 469
198=back 470=back
199 471
200=head4 Player inherits following flags from weapons: 472=head4 Player inherits following flags from weapons:
201 473
202 FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH, 474 FLAG_LIFESAVE
203 FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD 475 FLAG_REFL_SPELL
476 FLAG_REFL_MISSILE
477 FLAG_STEALTH
478 FLAG_XRAYS
479 FLAG_BLIND
480 FLAG_SEE_IN_DARK
481 FLAG_UNDEAD
482
483=head3 FORCE - type 114 - Forces
484
485Forces are a very 'thin' type. They don't have much behaviour other than
486disappearing after a time and/or affecting the player if they are in his inventory.
487
488Forces only take effect on the player if they have set FLAG_APPLIED.
489
490Whether the duration field is processed or not a tick is controlled via the
491speed and speed_left field. Look above at the generic description of these
492fields.
493
494=over 4
495
496=item duration
497
498While this field is greater than 0 the force/object is not destroyed.
499It is decreased each tick by 1.
500
501If it reaches 0 the force/object is destroyed.
502
503This field can have this meaning for B<any> object if that object has
504FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
505what happens then.
506
507=back
508
509=head3 POTION_EFFECT - type 115 - Potion effects (resistancies)
510
511This object is generated by the POTION code when the potion is a
512resistance giving potion. It has mainly the same behaviour as a FORCE.
513
514The specialty of the potion effect is that the resistancy it gives is absolute,
515so if you drin a resistancy potion of fire+60 you will get 60% resistancy to fire.
516
517Multiple potion effects only give you the maximum of their resistancy.

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