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Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.4 by elmex, Mon Dec 18 16:53:04 2006 UTC vs.
Revision 1.7 by elmex, Tue Dec 19 21:06:08 2006 UTC

94 94
95If the object is on the active list and speed_left is lower or 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 96equal to 0 the absolute value of the speed field is added to speed_left
97on the end of the tick. 97on the end of the tick.
98 98
99This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED)
100the more seldom the object is processed. And the higher the speed field is
101the more often the object is processed.
102
99=item no_drop (0|1) 103=item no_drop (0|1)
100 104
101Sets the flag FLAG_NO_DROP. 105Sets the flag FLAG_NO_DROP.
102See Flags section below. 106See Flags section below.
103 107
112See Flags section below. 116See Flags section below.
113 117
114=item auto_apply (0|1) 118=item auto_apply (0|1)
115 119
116Sets the flag FLAG_AUTO_APPLY. 120Sets the flag FLAG_AUTO_APPLY.
121See Flags section below.
122
123=item activate_on_push (0|1) (default: 1)
124
125Sets the flag FLAG_ACTIVATE_ON_PUSH.
126See Flags section below.
127
128=item activate_on_release (0|1) (default: 1)
129
130Sets the flag FLAG_ACTIVATE_ON_RELEASE.
117See Flags section below. 131See Flags section below.
118 132
119=item editable (more than deprecated) 133=item editable (more than deprecated)
120 134
121This field had a special meaning for crossedit, which used parts 135This field had a special meaning for crossedit, which used parts
162or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 176or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
163 177
164=item FLAG_AUTO_APPLY 178=item FLAG_AUTO_APPLY
165 179
166This flag has currently only meaning for the TREASURE type, see below. 180This flag has currently only meaning for the TREASURE type, see below.
181
182=item FLAG_ACTIVATE_ON_PUSH
183
184This flag has only meaning for objects that can be linked together
185with the 'connected' field and controls wether the object should
186be activated when the connection is 'pushed' or it is 'released'.
187
188This flag is by default on.
189
190=item FLAG_ACTIVATE_ON_RELEASE
191
192This flag has only meaning for objects that can be linked together
193with the 'connected' field and controls wether the object should
194be activated when the connection is 'pushed' or it is 'released'.
195
196This flag is by default on.
167 197
168=back 198=back
169 199
170=head2 Description of type specific attributes 200=head2 Description of type specific attributes
171 201
301with the treasurelist specified here. (I guess it's highly undefined what 331with the treasurelist specified here. (I guess it's highly undefined what
302happens if there is not a spell in the potions inventory). 332happens if there is not a spell in the potions inventory).
303 333
304=item on_use_yield <archetype> 334=item on_use_yield <archetype>
305 335
306When this object is applied this object will be created. 336When this object is applied an instance of <archetype> will be created.
307This field is also used by FOOD and POISON.
308 337
309=item subtypes <potion subtype> 338=item subtypes <potion subtype>
310 339
311see include/spells.h for possible potion subtypes, there are currently 4: 340see include/spells.h for possible potion subtypes, there are currently 4:
312 341
329=item POT_BALM 358=item POT_BALM
330 359
331Unused, default behaiour of a potion. 360Unused, default behaiour of a potion.
332 361
333=back 362=back
363
364=back
365
366=head3 FOOD - type 6 - Eatable stuff
367
368This is for objects that are representing general eatables like
369beef or bread.
370
371The main difference between FOOD, FLESH and DRINK is that they
372give different messages.
373
374The specialty of FLESH is that it inherits the resistancies of the
375monsters it was generated in and will let dragons raise their resistancies
376with that.
377
378If 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.
380
381=over 4
382
383=item title <string>
384
385If the food has a title or is cursed it is considered 'special', which means that the
386fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp
387are interpreted and have further effects on the player.
388
389The higher the food field is the longer the improvement of the player lasts
390(except for hp and sp).
391
392=item food <number>
393
394This is the amount of food points the player gets when he eats this.
395
396=item on_use_yield <archetype>
397
398When this object is applied an instance of <archetype> will be created.
334 399
335=back 400=back
336 401
337=head3 WEAPON - type 15 - Weapons 402=head3 WEAPON - type 15 - Weapons
338 403
478 FLAG_XRAYS 543 FLAG_XRAYS
479 FLAG_BLIND 544 FLAG_BLIND
480 FLAG_SEE_IN_DARK 545 FLAG_SEE_IN_DARK
481 FLAG_UNDEAD 546 FLAG_UNDEAD
482 547
548=head3 DRINK - type 54 - Drinkable stuff
549
550See FOOD description.
551
552=head3 CHECK_INV - type 64 - Inventory checkers
553
554This object checks whether the player has a specific item in his
555inventory when he moves above the inventory checker. If the player has
556the item (or not, which can be controlled with a flag) a connection will be triggered.
557
558If you set move_block you can deny players and monsters to reach the space where
559the inventory checker is on, see 'move_block' description below.
560
561The conditions specified by hp, slaying and race are concationated with OR.
562So matching one of those conditions is enough.
563
564=over 4
565
566=item move_block <move type bitmask>
567
568If you set this field to block a movetype the move code will block any moves
569onto the space with the inventory checker, IF the moving object doesn't have
570(or has - if last_sp = 0) the item that the checker is searching for.
571
572=item last_sp (0|1)
573
574If last_sp is 1 'having' the item that is being checked for will
575activate the connection or make the space with the checker non-blocking.
576If last_sp is 0 'not having' the item will activate the connection
577or make the space with the checker non-blocking.
578
579=item last_heal (0|1)
580
581If last_heal is 1 the matching item will be removed if the inventory checker
582activates a connection and finds the item in the inventory.
583
584(A inventory checker that blocks a space won't remove anything from inventories)
585
586=item hp <number>
587
588If this field is not 0 the inventory checker will search for an object
589with the type id <number>.
590
591=item slaying <string>
592
593If this field is set the inventory checker will search for an object that
594has the same string in the slaying field (for example a key string of a key).
595
596=item race <string>
597
598If this field is set the inventory checker will search for an object which
599has the archetype name that matches <string>.
600
601=item connected <connection id>
602
603This is the connection that will be activated.
604
605=back
606
607=head3 FLESH - type 72 - Organs and body parts
608
609See FOOD description.
610
611=head3 HOLE - type 94 - Holes
612
613Holes 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
615precisely: if their head is above the hole).
616
617Trapdoors can only transfer the one who falls through to other coordinates
618on the B<same> map.
619
620=over 4
621
622=item maxsp (0|1)
623
624This field negates the state of the connection: When maxsp is 1 the pit will
625open/close when the connection is deactivated. Otherwise it will open/close
626when the connection is activated. This field only has effect when the
627connection is triggered. So if you put a closed hole on a map, and the
628connection is deactivated, and maxsp is 1 the hole will remain closed until the
629connection was triggered once.
630
631=item connected <connection id>
632
633This is the connection id, which lets the hole opening or closing when
634activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
635at which connection state the object is activated.
636
637For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
638the connection is released.
639
640=item wc <number> (internal)
641
642This is an internal flag. If it is greater than 0 it means that the hole is not
643yet fully open. More preciesly: this field is the animation-step and if it is
644set to the 'closed' step of the animation the hole is closed and if it is on
645the 'open' animation step (wc = 0), the hole is open.
646
647=item sp <number>
648
649The destination y coordinates on the same map.
650
651=item hp <number>
652
653The destination x coordinates on the same map.
654
655=back
656
483=head3 FORCE - type 114 - Forces 657=head3 FORCE - type 114 - Forces
484 658
485Forces are a very 'thin' type. They don't have much behaviour other than 659Forces 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. 660disappearing after a time and/or affecting the player if they are in his
661inventory.
487 662
488Forces only take effect on the player if they have set FLAG_APPLIED. 663Forces only take effect on the player if they have set FLAG_APPLIED.
489 664
490Whether the duration field is processed or not a tick is controlled via the 665Whether 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 666speed and speed_left field. Look above at the generic description of these
492fields. 667fields.
493 668
669NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field
670like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches
6710 before duration and FLAG_APPLIED is set, the force will last for 'duration'.
672If the FLAG_APPLIED is not set the force is removed when food reaches 0.
673Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces.
674
494=over 4 675=over 4
495 676
496=item duration 677=item duration
497 678
498While this field is greater than 0 the force/object is not destroyed. 679While this field is greater than 0 the force/object is not destroyed. It is
499It is decreased each tick by 1. 680decreased each tick by 1.
500 681
501If it reaches 0 the force/object is destroyed. 682If it reaches 0 the force/object is destroyed.
502 683
503This field can have this meaning for B<any> object if that object has 684This 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 685FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
506 687
507=back 688=back
508 689
509=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 690=head3 POTION_EFFECT - type 115 - Potion effects (resistancies)
510 691
511This object is generated by the POTION code when the potion is a 692This object is generated by the POTION code when the potion is a resistance
512resistance giving potion. It has mainly the same behaviour as a FORCE. 693giving potion. It has mainly the same behaviour as a FORCE.
513 694
514The specialty of the potion effect is that the resistancy it gives is absolute, 695The 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. 696so if you drin a resistancy potion of fire+60 you will get 60% resistancy to
697fire.
516 698
517Multiple potion effects only give you the maximum of their resistancy. 699Multiple potion effects only give you the maximum of their resistancy.

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