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Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.17 by elmex, Wed Dec 20 22:54:59 2006 UTC vs.
Revision 1.21 by root, Mon May 7 06:14:03 2007 UTC

108For players this field reflects the duration of the invisibility 108For players this field reflects the duration of the invisibility
109and is decreased every tick by 1. 109and is decreased every tick by 1.
110 110
111For non-player objects this field is not changed by server ticks. 111For non-player objects this field is not changed by server ticks.
112 112
113=item I<glow_radius> <number>
114
115This field indicates how far an object glows. Default is a radius of 0 (no
116glowing at all).
117
113=item I<speed> <number> 118=item I<speed> <number>
114 119
115If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 120If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
116on the active object list and will be processed each tick (see also speed_left!). 121on the active object list and will be processed each tick (see also speed_left!).
117 122
194See Flags section below. 199See Flags section below.
195 200
196=item I<activate_on_release> (0|1) (default: 1) 201=item I<activate_on_release> (0|1) (default: 1)
197 202
198Sets the flag FLAG_ACTIVATE_ON_RELEASE. 203Sets the flag FLAG_ACTIVATE_ON_RELEASE.
204See Flags section below.
205
206=item I<is_lightable> (0|1)
207
208Sets the flag FLAG_IS_LIGHTABLE.
199See Flags section below. 209See Flags section below.
200 210
201=item I<editable> (more than deprecated) 211=item I<editable> (more than deprecated)
202 212
203This field had a special meaning for crossedit, which used parts 213This field had a special meaning for crossedit, which used parts
315=item FLAG_REFL_SPELL 325=item FLAG_REFL_SPELL
316 326
317This flag indicates whether something reflects spells, like spell reflecting 327This flag indicates whether something reflects spells, like spell reflecting
318amuletts. 328amuletts.
319 329
330=item FLAG_IS_LIGHTABLE
331
332This flag indicates whether a B<LIGHTER> can light this object. See also the
333description of the B<LIGHTER> type. How easy you can light an item depends
334partially on the material of the object.
335
320=back 336=back
321 337
322=head2 Description of type specific fields and behaviour 338=head2 Description of type specific fields and behaviour
323 339
324The beginning of the headers of the following subsection 340The beginning of the headers of the following subsection
325are the server internal names for the objects types, see include/define.h. 341are the server internal names for the objects types, see include/define.h.
342
343=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
344
345speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
346changes.
347
348 (based on value that last_sp takes):
349 0: 'furious' Makes all monsters aggressive
350 1: 'angry' As above but pets are unaffected
351 2: 'calm' Makes all monsters unaggressive
352 3: 'sleep' Puts all monsters to sleep
353 4: 'charm' Makes monster into a pet of person
354 who triggers the square. This setting
355 is not enabled for continous operation
356 5: 'destroy mons' destroy any monsters on this space
357 6: 'destroy pets' destroy friendly monsters on this space
326 358
327=head3 B<TRANSPORT> - type 2 - Player transports 359=head3 B<TRANSPORT> - type 2 - Player transports
328 360
329This 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
330fields that affect it. 362fields that affect it.
832Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 864Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
833I<sp> regeneration. 865I<sp> regeneration.
834 866
835=item I<body_BODYSLOT> 867=item I<body_BODYSLOT>
836 868
837The part of the body you need to use this weapon, possible values should be 869The part/slot of the body you need to use this weapon, possible values for
838looked up in common/item.C at body_locations. 870C<BODYSLOT> should be looked up in common/item.C at body_locations.
839 871
872The value (in the range C<-7..7>) gives the number of those body slots used
873up by the item, or C<-1> for one handed weapons, C<-2> for two handed
874weapons, or C<-1> for other very special things.
875
840=item I<resist_RESISTNACY> <number> 876=item I<resist_RESISTANCY> <number>
841 877
842this is the factor with which the difference of the players resistancy and 100% 878this is the factor with which the difference of the players resistancy and 100%
843is multiplied, something like this: 879is multiplied, something like this:
844 880
845 additional_resistancy = (100 - current_resistanct) * (<number>/100) 881 additional_resistancy = (100 - current_resistancy) * (<number>/100)
846 882
847if <number> is negative it is added to the total vulnerabilities, 883if <number> is negative it is added to the total vulnerabilities,
848and later the total resistance is decided by: 884and later the total resistance is decided by:
849 885
850 'total resistance = total protections - total vulnerabilities' 886 'total resistance = total protections - total vulnerabilities'
851 887
852see also common/living.C:fix_player 888see also common/living.C:fix_player.
853 889
854=item I<path_(attuned|repelled|denied)> 890=item I<path_(attuned|repelled|denied)>
855 891
856this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 892this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
857for the pathes. 893for the pathes.
1036A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype. 1072A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1037Each of them should point at the other one with it's I<other_arch> field. 1073Each of them should point at the other one with it's I<other_arch> field.
1038 1074
1039See the I<other_arch> field for the behaviour of a lamp object when it is applied. 1075See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1040 1076
1077If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off
1078with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE.
1079
1041=over 4 1080=over 4
1081
1082=item I<glow_radius> <number>
1083
1084The radius of the light that the lamp emits, see also I<glow_radius> in the
1085generic object flags description.
1042 1086
1043=item I<speed> <number> 1087=item I<speed> <number>
1044 1088
1045If FLAG_CHANGING is set the I<speed> field will indicate how fast the 1089If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1046lamp burns it's fuel (I<food>). 1090lamp burns it's fuel (I<food>).

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