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Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.20 by root, Mon May 7 06:01:48 2007 UTC vs.
Revision 1.24 by root, Sat May 19 00:11:11 2007 UTC

359=head3 B<TRANSPORT> - type 2 - Player transports 359=head3 B<TRANSPORT> - type 2 - Player transports
360 360
361This 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
362fields that affect it. 362fields that affect it.
363 363
364=head3 B<ROD> - type 3 - Rods that fire spells 364=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
365 365
366Rods contain spells and can be fired by a player. 366Rods contain spells and can be fired by a player.
367 367
368=over 4 368=over 4
369 369
375the '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
376rod is added as bonus. 376rod is added as bonus.
377 377
378=item I<hp> <number> 378=item I<hp> <number>
379 379
380The 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.
381 382
382=item I<maxhp> <number> 383=item I<maxhp> <number>
383 384
384The maximum amount of spellpoints this rod has. 385The maximum amount of spellpoints this rod has.
385 386
563 564
564=over 4 565=over 4
565 566
566=item I<level> <number> 567=item I<level> <number>
567 568
568This field affects the propability of poisoning. The higher the level difference 569This field affects the probability of poisoning. The higher the level difference
569between 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
570one will be poisoned. 571one will be poisoned.
571 572
572=item I<slaying> <race> 573=item I<slaying> <race>
573 574
574This field has the usual meaning of 'slaying', when the 575This field has the usual meaning of 'slaying', when the
700the 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
701and the arrows I<magic> field. 702and the arrows I<magic> field.
702 703
703=item I<wc> <number> 704=item I<wc> <number>
704 705
705The 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.
706 707
707It is recomputed when the arrow is being fired by this formula: 708It is recomputed when the arrow is being fired by this formula:
708 709
709 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) 710 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
710 - 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
725Bitfield which decides the attacktype of the damage, see include/attackinc.h 726Bitfield which decides the attacktype of the damage, see include/attackinc.h
726On 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>.
727 728
728=item I<level> <number> (interally used) 729=item I<level> <number> (interally used)
729 730
730The 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,
731see above in the B<ARROW> description. 732see above in the B<ARROW> description.
732 733
733The 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
734shooters level. 735shooters level.
735 736
867=item I<body_BODYSLOT> 868=item I<body_BODYSLOT>
868 869
869The part/slot of the body you need to use this weapon, possible values for 870The part/slot of the body you need to use this weapon, possible values for
870C<BODYSLOT> should be looked up in common/item.C at body_locations. 871C<BODYSLOT> should be looked up in common/item.C at body_locations.
871 872
872The value gives the number of those body slots used up by the item, or 873The value (in the range C<-7..7>) gives the number of those body slots
873C<-1> for one handed weapons, C<-2> for two handed weapons, or C<-1> for 874used up by the item (if negative) or the number of body slots this object
874other very special things. 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.
875 877
876=item I<resist_RESISTANCY> <number> 878=item I<resist_RESISTANCY> <number>
877 879
878this 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%
879is multiplied, something like this: 881is multiplied, something like this:

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