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Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.6 by elmex, Tue Dec 19 15:30:01 2006 UTC vs.
Revision 1.8 by elmex, Tue Dec 19 22:21:15 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 no_steal (0|1)
124
125Sets the flag FLAG_NO_STEAL.
117See Flags section below. 126See Flags section below.
118 127
119=item activate_on_push (0|1) (default: 1) 128=item activate_on_push (0|1) (default: 1)
120 129
121Sets the flag FLAG_ACTIVATE_ON_PUSH. 130Sets the flag FLAG_ACTIVATE_ON_PUSH.
188This flag has only meaning for objects that can be linked together 197This flag has only meaning for objects that can be linked together
189with the 'connected' field and controls wether the object should 198with the 'connected' field and controls wether the object should
190be activated when the connection is 'pushed' or it is 'released'. 199be activated when the connection is 'pushed' or it is 'released'.
191 200
192This flag is by default on. 201This flag is by default on.
202
203=item FLAG_NO_STEAL
204
205When this flag is set this object can't be stolen. The flag will be
206resetted once the object is placed on a map.
207
208When this flag is set on a monster it can defent attempts of stealing
209(but in this context the flag is only used internally).
193 210
194=back 211=back
195 212
196=head2 Description of type specific attributes 213=head2 Description of type specific attributes
197 214
327with the treasurelist specified here. (I guess it's highly undefined what 344with the treasurelist specified here. (I guess it's highly undefined what
328happens if there is not a spell in the potions inventory). 345happens if there is not a spell in the potions inventory).
329 346
330=item on_use_yield <archetype> 347=item on_use_yield <archetype>
331 348
332When this object is applied this object will be created. 349When this object is applied an instance of <archetype> will be created.
333This field is also used by FOOD and POISON.
334 350
335=item subtypes <potion subtype> 351=item subtypes <potion subtype>
336 352
337see include/spells.h for possible potion subtypes, there are currently 4: 353see include/spells.h for possible potion subtypes, there are currently 4:
338 354
355=item POT_BALM 371=item POT_BALM
356 372
357Unused, default behaiour of a potion. 373Unused, default behaiour of a potion.
358 374
359=back 375=back
376
377=back
378
379=head3 FOOD - type 6 - Eatable stuff
380
381This is for objects that are representing general eatables like
382beef or bread.
383
384The main difference between FOOD, FLESH and DRINK is that they
385give different messages.
386
387The specialty of FLESH is that it inherits the resistancies of the
388monsters it was generated in and will let dragons raise their resistancies
389with that. If the monster has the POISON attacktype the FLESH
390will change into POISON.
391
392If a player runs low on food he will grab for FOOD, DRINK and POISON
393and if he doesn't find any of that he will start eating FLESH.
394
395=over 4
396
397=item title <string>
398
399If the food has a title or is cursed it is considered 'special', which means that the
400fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp
401are interpreted and have further effects on the player.
402
403The higher the food field is the longer the improvement of the player lasts
404(except for hp and sp).
405
406=item food <number>
407
408This is the amount of food points the player gets when he eats this.
409
410=item on_use_yield <archetype>
411
412When this object is applied an instance of <archetype> will be created.
413
414=back
415
416=head3 POISON - type 7 - Poisonous stuff
417
418This type is for objects that can poison the player when drinking.
419When applied it will hit the attacked with AT_POISON and will create
420a POISONING object in the one who was hit.
421
422=over 4
423
424=item level <number>
425
426This field affects the propability of poisoning. The higher the level difference
427between the one who is hit and the poision the mose propable it is the attacked
428one will be poisoned.
429
430=item slaying <race>
431
432On poison this field has the usual meaning of 'slaying', when the
433ones race matches the slaying field the damage done by the poison
434is multiplied by 3.
435
436=item hp <number>
437
438This is the amount of damage the player will receive from applying this. The
439attacktype AT_POISON will be used to hit the player and the damage will
440determine the strenght, duration and depletion of stats of the poisoning. The
441created POISONING object which is being placed in the one who was attacked will
442get the damage from this field (which is maybe adjusted by slaying or the
443resistancies).
444
445=item food <number>
446
4471/4 of <number> will be drained from the players food.
448
449=item on_use_yield <archetype>
450
451When this object is applied an instance of <archetype> will be created.
360 452
361=back 453=back
362 454
363=head3 WEAPON - type 15 - Weapons 455=head3 WEAPON - type 15 - Weapons
364 456
504 FLAG_XRAYS 596 FLAG_XRAYS
505 FLAG_BLIND 597 FLAG_BLIND
506 FLAG_SEE_IN_DARK 598 FLAG_SEE_IN_DARK
507 FLAG_UNDEAD 599 FLAG_UNDEAD
508 600
601=head3 DRINK - type 54 - Drinkable stuff
602
603See FOOD description.
604
509=head3 CHECK_INV - type 64 - Inventory checkers 605=head3 CHECK_INV - type 64 - Inventory checkers
510 606
511This object checks whether the player has a specific item in his 607This object checks whether the player has a specific item in his
512inventory when he moves above the inventory checker. If the player has 608inventory when he moves above the inventory checker. If the player has
513the item (or not, which can be controlled with a flag) a connection will be triggered. 609the item (or not, which can be controlled with a flag) a connection will be triggered.
558=item connected <connection id> 654=item connected <connection id>
559 655
560This is the connection that will be activated. 656This is the connection that will be activated.
561 657
562=back 658=back
659
660=head3 FLESH - type 72 - Organs and body parts
661
662See FOOD description.
563 663
564=head3 HOLE - type 94 - Holes 664=head3 HOLE - type 94 - Holes
565 665
566Holes are holes in the ground where objects can fall through. When the hole 666Holes are holes in the ground where objects can fall through. When the hole
567opens and/or is completly open all objects above it fall through (more 667opens and/or is completly open all objects above it fall through (more
605 705
606The destination x coordinates on the same map. 706The destination x coordinates on the same map.
607 707
608=back 708=back
609 709
710=head3 POISONING - type 105 - The poisoning of players and monsters
711
712This type is doing the actual damage to the ones who were attacked
713via AT_POISON (or drank POISON).
714
715The duration is handled via the FLAG_IS_USED_UP mechanism (please look
716there for details).
717
718=over 4
719
720=item dam <number>
721
722Each time the poisoning is processed (which is determined by the speed and speed_left
723fields, see the general object attributes above) it hits the player with
724<number> damage and the AT_INTERNAL attacktype (means: it will simply
725hit the player with no strings attached).
726
727=item food <number>
728
729Just a note: The posion is removed when food == 1 and not when
730the whole duration is up, because the POISONING code has to remove
731the poison-effects from the player before the FLAG_IS_USED_UP mechanism
732deletes the POISONING object.
733
734=back
735
610=head3 FORCE - type 114 - Forces 736=head3 FORCE - type 114 - Forces
611 737
612Forces are a very 'thin' type. They don't have much behaviour other than 738Forces are a very 'thin' type. They don't have much behaviour other than
613disappearing after a time and/or affecting the player if they are in his 739disappearing after a time and/or affecting the player if they are in his
614inventory. 740inventory.
617 743
618Whether the duration field is processed or not a tick is controlled via the 744Whether the duration field is processed or not a tick is controlled via the
619speed and speed_left field. Look above at the generic description of these 745speed and speed_left field. Look above at the generic description of these
620fields. 746fields.
621 747
748NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field
749like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches
7500 before duration and FLAG_APPLIED is set, the force will last for 'duration'.
751If the FLAG_APPLIED is not set the force is removed when food reaches 0.
752Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces.
753
622=over 4 754=over 4
623 755
624=item duration 756=item duration
625 757
626While this field is greater than 0 the force/object is not destroyed. It is 758While this field is greater than 0 the force/object is not destroyed. It is

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