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Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.1 by elmex, Mon Dec 18 10:57:09 2006 UTC vs.
Revision 1.2 by elmex, Mon Dec 18 12:01:20 2006 UTC

49or shouldn't be set by an archetype. If the internal names differs the 49or shouldn't be set by an archetype. If the internal names differs the
50external name (for the archetypes) for the attribute is written behind it. 50external name (for the archetypes) for the attribute is written behind it.
51 51
52=head2 Description of generic archetype and object attributes 52=head2 Description of generic archetype and object attributes
53 53
54These are the fields that most of the objects have and/or their
55default behaviour.
56
54=over 4 57=over 4
58
59=item name <string>
60
61The name of the object.
62
63=item name_pl <string>
64
65The name of a collection of these objects (the plural of the name).
66
67=item face <facename>
68
69The graphical appearance of this object.
70
71=item invisible <number>
72
73If the <number> is greater than 0 the object is invisible.
74For players this field reflects the duration of the invisibility
75and is decreased every tick by 1.
76
77For non-player objects this field is not changed by server ticks.
78
79=item speed <numeric>
80
81If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
82on the active object list and will be processed each tick (see also speed_left!).
83
84If the speed field drops below the MIN_ACTIVE_SPEED the object is removed
85from the active object list and it won't experience any processing per tick.
86
87=item speed_left <number>
88
89If this field is greater than 0 and the object is on the
90active list (mostly means it's speed is also greater than 0):
91
92 - speed_left is decreased by 1
93 - and this object is processed and experiences a server tick.
94
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
97on the end of the tick.
98
99=item no_drop (0|1)
100
101Sets the flag FLAG_NO_DROP. See the Flags section below.
102
103=item applied (0|1)
104
105Sets the flag FLAG_APPLIED. See the Flags section below.
106
107=item is_used_up (0|1)
108
109Sets the flag FLAG_IS_USED_UP. See Flags section below.
110
111=item editable (more than deprecated)
112
113This field had a special meaning for crossedit, which used parts
114of the server code for editing. Wherever you see this attribute being
115set in an archetype ignore it and/or remove it. No code interprets this
116field anymore.
117
118=back
119
120=head3 Flags
121
122Here are the effects of the flags described.
123
124=over 4
125
126=item FLAG_NO_DROP
127
128An object can't be picked up and dropped.
129
130=item FLAG_APPLIED
131
132This flag mostly states whether this object has been 'applied' by the player.
133For objects that are applied by the code or have this flag set in the archetype
134it mostly means 'this object is active'.
135
136For example the player adjustments of the hp/sp/grace fields and inheritance
137of flags from objects in his inventory is toggled by this flag.
138
139=item FLAG_IS_USED_UP
140
141This flag controls whether an object is 'used up'. If it is set the 'food' field
142of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha
143it is removed.
144
145If also the flag FLAG_APPLIED is set, the 'duration' field controls whether
146this object is removed or not, see the Force type below for the meaning
147of the duration field in this context.
55 148
56=back 149=back
57 150
58=head2 Description of type specific attributes 151=head2 Description of type specific attributes
59 152
75 168
76=item attacktype <bitmask> 169=item attacktype <bitmask>
77 170
78bitfield which decides the attacktype of the damage, see include/attackinc.h 171bitfield which decides the attacktype of the damage, see include/attackinc.h
79 172
80=item dam <integer> 173=item dam <number>
81 174
82amount of damage being done with the attacktype 175amount of damage being done with the attacktype
83 176
84=item item_power <level> 177=item item_power <level>
85 178
104 197
105=item last_sp 198=item last_sp
106 199
107the weapon speed (see magic description) 200the weapon speed (see magic description)
108 201
109=item food <integer> 202=item food <number>
110 203
111addition to food regeneration of the player 204addition to food regeneration of the player
112 205
113=item hp <integer> 206=item hp <number>
114 207
115addition to health regeneration 208addition to health regeneration
116 209
117=item sp <integer> 210=item sp <number>
118 211
119addition to mana regeneration 212addition to mana regeneration
120 213
121=item grace <integer> 214=item grace <number>
122 215
123addititon to grace regeneration 216addititon to grace regeneration
124 217
125=item gen_sp_armour <integer> 218=item gen_sp_armour <number>
126 219
127the players gen_sp_armour field (which is per default 10) is added the <integer> amount. 220the players gen_sp_armour field (which is per default 10) is added the <number> amount.
128gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 221gen_sp_armour seems to be a factor with which gen_sp in do_some_living()
129is multiplied: gen_sp *= 10/<integer> 222is multiplied: gen_sp *= 10/<number>
130meaning: values > 10 of gen_sp_armour limits the amout of regenerated 223meaning: values > 10 of gen_sp_armour limits the amout of regenerated
131spellpoints. 224spellpoints.
132 225
133generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 226generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
134sp regeneration. 227sp regeneration.
136=item body_<body slot/part> 229=item body_<body slot/part>
137 230
138the part of the body you need to use this weapon, possible values should be 231the part of the body you need to use this weapon, possible values should be
139looked up in common/item.C at body_locations. 232looked up in common/item.C at body_locations.
140 233
141=item resist_<resistnacy> <integer> 234=item resist_<resistnacy> <number>
142 235
143this is the factor with which the difference of the players resistancy and 100% 236this is the factor with which the difference of the players resistancy and 100%
144is multiplied, something like this: 237is multiplied, something like this:
145 238
146 additional_resistancy = (100 - current_resistanct) * (<integer>/100) 239 additional_resistancy = (100 - current_resistanct) * (<number>/100)
147 240
148if <integer> is negative it is added to the total vulnerabilities, 241if <number> is negative it is added to the total vulnerabilities,
149and later the total resistance is decided by: 242and later the total resistance is decided by:
150 243
151 'total resistance = total protections - total vulnerabilities' 244 'total resistance = total protections - total vulnerabilities'
152 245
153see also common/living.C:fix_player 246see also common/living.C:fix_player
155=item patch_(attuned|repelled|denied) 248=item patch_(attuned|repelled|denied)
156 249
157this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 250this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
158for the pathes. 251for the pathes.
159 252
160=item luck <integer> 253=item luck <number>
161 254
162this luck is added to the players luck 255this luck is added to the players luck
163 256
164=item move_type 257=item move_type
165 258
166if the weapon has a move_type set the player inherits it's move_type 259if the weapon has a move_type set the player inherits it's move_type
167 260
168=item exp <integer> 261=item exp <number>
169 262
170the added_speed and bonus_speed of the player is raised by <integer>/3. 263the added_speed and bonus_speed of the player is raised by <number>/3.
171if <integer> < 0 then the added_speed is decreased by <integer> 264if <number> < 0 then the added_speed is decreased by <number>
172 265
173=item weight 266=item weight
174 267
175the weight of the weapon 268the weight of the weapon
176 269
185 - dam: the players dam is adjusted by: player->dam += (dam + magic) 278 - dam: the players dam is adjusted by: player->dam += (dam + magic)
186 279
187 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 280 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
188 (minium is 0) 281 (minium is 0)
189 282
190=item ac <integer> 283=item ac <number>
191 284
192the amount of ac points the player's ac is decreased 285the amount of ac points the player's ac is decreased
193 286
194=item wc <integer> 287=item wc <number>
195 288
196the amount of wc points the player's ac is decreased 289the amount of wc points the player's ac is decreased
197 290
198=back 291=back
199 292
200=head4 Player inherits following flags from weapons: 293=head4 Player inherits following flags from weapons:
201 294
202 FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH, 295 FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH,
203 FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD 296 FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD
297
298=head3 FORCE - type 114 - Forces
299
300Note: Forces only take effect on the player if they have set FLAG_APPLIED.
301
302Whether the duration field is processed or not a tick is controlled via the
303speed and speed_left field. Look above at the generic description of these
304fields.
305
306=over 4
307
308=item duration
309
310While this field is greater than 0 the force is not removed.
311It is decreased each tick by 1.
312
313=back

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