--- deliantra/server/pod/objects.pod 2006/12/20 21:30:42 1.16 +++ deliantra/server/pod/objects.pod 2007/01/29 15:22:24 1.19 @@ -110,6 +110,11 @@ For non-player objects this field is not changed by server ticks. +=item I + +This field indicates how far an object glows. Default is a radius of 0 (no +glowing at all). + =item I If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed @@ -198,6 +203,11 @@ Sets the flag FLAG_ACTIVATE_ON_RELEASE. See Flags section below. +=item I (0|1) + +Sets the flag FLAG_IS_LIGHTABLE. +See Flags section below. + =item I (more than deprecated) This field had a special meaning for crossedit, which used parts @@ -240,7 +250,23 @@ =item FLAG_CHANGING If the I field of the object is 0 the object will be processed periodically -(if speed is set). If the I field is 1 it won't be processed. +(if I is set). If the I field is 1 it won't be processed. + +This flag indicates that the object is changing into a different object. +The object has to have the I field set. The object the changing object +changes into is derived from the archetype in I. + +When the object does not have FLAG_ALIVE set the I field will be decremented +each time the object is processed, and if I reaches 0 one new object will be generated. + +When the object has FLAG_ALIVE set the I field is the number of objects that +will be generated. + +After the new object is created the I field from the old object is copied into +the new one. + +When the old object was a B it's I fields value less 1 will be copied +to the new object. =item FLAG_IS_A_TEMPLATE (internal use) @@ -301,6 +327,12 @@ This flag indicates whether something reflects spells, like spell reflecting amuletts. +=item FLAG_IS_LIGHTABLE + +This flag indicates whether a B can light this object. See also the +description of the B type. How easy you can light an item depends +partially on the material of the object. + =back =head2 Description of type specific fields and behaviour @@ -308,6 +340,22 @@ The beginning of the headers of the following subsection are the server internal names for the objects types, see include/define.h. +=head3 B - type 65 - change mood of monsters + +speed == 0 for triggered mood changes, speed != 0 for non-triggered mood +changes. + + (based on value that last_sp takes): + 0: 'furious' Makes all monsters aggressive + 1: 'angry' As above but pets are unaffected + 2: 'calm' Makes all monsters unaggressive + 3: 'sleep' Puts all monsters to sleep + 4: 'charm' Makes monster into a pet of person + who triggers the square. This setting + is not enabled for continous operation + 5: 'destroy mons' destroy any monsters on this space + 6: 'destroy pets' destroy friendly monsters on this space + =head3 B - type 2 - Player transports This type is implemented by the transport extension and has currently no special @@ -1014,7 +1062,55 @@ =head3 B - type 82 - A lamp -This object makes light. +This object represents a lamp, that can be carried and switched +on and off and has a certain amount of fuel in it. + +A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype. +Each of them should point at the other one with it's I field. + +See the I field for the behaviour of a lamp object when it is applied. + +If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off +with a B, see also the description of FLAG_IS_LIGHTABLE. + +=over 4 + +=item I + +The radius of the light that the lamp emits, see also I in the +generic object flags description. + +=item I + +If FLAG_CHANGING is set the I field will indicate how fast the +lamp burns it's fuel (I). + +Setting FLAG_CHANGING makes only sense on the archetype which represents +the 'on' state of the lamp. + +See also the description of FLAG_CHANGING. + +Lamps which have no FLAG_CHANGING set would also make sense and represent +lamps that never burn up. + +=item I + +This is the field that points to the 'other' archetype which represents the +opposite state of the lamp. The newly from I derived object will +replace the current object and will get the value of I of the replaced object. + +Rationale: + +When the lamp (on) is applied a new object is derived from the archetype +in I and the I value is copied to it ('the fuel is +transferred'). The new lamp (off) object has to have a I field +which points to the archetype from which a lamp (on) can be derived. + +=item I + +This fields stands for the fuel of the lamp. + +=back =head3 B - type 83 - Duplicators or: Multiplicators