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