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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 1.5 by elmex, Tue Dec 19 13:41:45 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 <number>
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.
102See Flags section below.
103
104=item applied (0|1)
105
106Sets the flag FLAG_APPLIED.
107See Flags section below.
108
109=item is_used_up (0|1)
110
111Sets the flag FLAG_IS_USED_UP.
112See Flags section below.
113
114=item auto_apply (0|1)
115
116Sets the flag FLAG_AUTO_APPLY.
117See Flags section below.
118
119=item activate_on_push (0|1) (default: 1)
120
121Sets the flag FLAG_ACTIVATE_ON_PUSH.
122See Flags section below.
123
124=item activate_on_release (0|1) (default: 1)
125
126Sets the flag FLAG_ACTIVATE_ON_RELEASE.
127See Flags section below.
128
129=item editable (more than deprecated)
130
131This field had a special meaning for crossedit, which used parts
132of the server code for editing. Wherever you see this attribute being
133set in an archetype ignore it and/or remove it. No code interprets this
134field anymore.
135
136=back
137
138=head3 Flags
139
140Here are the effects of the flags described.
141
142=over 4
143
144=item FLAG_NO_DROP
145
146An object can't be picked up and dropped.
147
148=item FLAG_APPLIED
149
150This flag mostly states whether this object has been 'applied' by the player.
151For objects that are applied by the code or have this flag set in the archetype
152it mostly means 'this object is active'.
153
154For example the player adjustments of the hp/sp/grace fields and inheritance
155of flags from objects in his inventory is toggled by this flag.
156
157=item FLAG_IS_USED_UP
158
159This flag controls whether an object is 'used up'. If it is set the 'food' field
160of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha
161it is removed.
162
163If also the flag FLAG_APPLIED is set, the 'duration' field controls whether
164this object is removed or not, see the Force type below for the meaning
165of the duration field in this context.
166
167If FLAG_APPLIED is not set the object is destroyed.
168
169=item FLAG_IS_A_TEMPLATE (internal use)
170
171This flag is set on the inventory of generators like CREATORs and CONVERTERs,
172or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
173
174=item FLAG_AUTO_APPLY
175
176This flag has currently only meaning for the TREASURE type, see below.
177
178=item FLAG_ACTIVATE_ON_PUSH
179
180This flag has only meaning for objects that can be linked together
181with the 'connected' field and controls wether the object should
182be activated when the connection is 'pushed' or it is 'released'.
183
184This flag is by default on.
185
186=item FLAG_ACTIVATE_ON_RELEASE
187
188This flag has only meaning for objects that can be linked together
189with the 'connected' field and controls wether the object should
190be activated when the connection is 'pushed' or it is 'released'.
191
192This flag is by default on.
55 193
56=back 194=back
57 195
58=head2 Description of type specific attributes 196=head2 Description of type specific attributes
59 197
60The beginning of the headers of the following subsection 198The beginning of the headers of the following subsection
61are the server internal names for the objects types, see include/define.h. 199are the server internal names for the objects types, see include/define.h.
62The numeric values are maybe not 100% accurate, as the code is a changing 200
63target, please consult include/define.h in doubt :-) 201=head3 TRANSPORT - type 2 - Player transports
202
203This type is implemented by the transport extension and has currently no special
204attributes that affect it.
205
206=head3 ROD - type 3 - Rods that fire spells
207
208Rods contain spells and can be fired by a player.
209
210=over 4
211
212=item level <number>
213
214This attribute is used for calculating the spell level that can be fired
215with this rod, it's also the maximum level of the spell that can be fired.
216The level of the spell that is being fired depends mostly on
217the 'use magic item' skill level of the player and 1/10 of the level of the
218rod is added as bonus.
219
220=item hp <number>
221
222The amount of spellpoints this rod has left.
223
224=item maxhp <number>
225
226The maximum amount of spellpoints this rod has.
227
228=item skill <skill name>
229
230This field determines which skill you need to apply this object.
231
232=back
233
234=head3 TREASURE - type 4 - Treasures
235
236This type of objects are for random treasure generation in maps.
237If this object is applied by a player it will replace itself with it's
238inventory. If it is automatically applied
239generate a treasure and replace itself with the generated treasure.
240
241Chests are also of this type, their treasures are generated by
242the auto apply code on map instantiation.
243
244=over 4
245
246=item hp <number>
247
248The number of treasures to generate.
249
250=item exp <level>
251
252If FLAG_AUTO_APPLY is not set the exp field has no further meaning
253and the difficulty for the treasurecode only depends on the maps difficulty,
254otherwise the exp field has the following meaning:
255
256If this field is not 0 it is passed as the difficulty
257to the treasure generation code to determine how good, how much
258worth a treasure is or what bonuses it is given by the treasure code.
259
260If this field is not set or 0 the difficulty of the map is passed to the treasure
261generation code.
262
263=item randomitems <treasurelist>
264
265The treasurelist to use to generate the treasure which is put in the
266treasure objects inventory.
267
268=back
269
270=head3 POTION - type 5 - Potions for drinking and other nastynesses
271
272These objects contain a spell and will emit it on apply, which most
273of the time has the meaning of 'drinking'.
274
275If no resistancy field, stat field or attacktype is set and no spell
276is put in the potion by the sp field or the randomitems the
277potion will become an artifact and the artifact code decides which kind
278of potion will be generated.
279
280If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
281will yield an explosion and hurt the player.
282
283=over 4
284
285=item Str, Dex, Con, Int, Wis, Cha, Pow <number>
286
287These stat fields determine how many stat points the player gets
288when he applies this potion.
289
290If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
291
292=item sp <number>
293
294If this field is set and the randomitems field is not set
295the field is interpreted as spell number, please look the right
296number up in common/loader.C.
297
298If this field is set the randomitems field will be unset by the
299map loading code.
300
301=item attacktype <attacktype>
302
303This field has some special meaning in potions, currently the
304bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
305restoration potion or improvement potion.
306See include/attackinc.h for the bits of these types.
307
308If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
309will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
310set the player will be drained a random stat by inserting an ARCH_DEPLETION
311into him.
312
313If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
314When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
315
316=item resist_<resistancy> <number>
317
318If this stat is set and no spell is in the potion the potion
319will create a force that give the player this specific resistancy.
320The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
321and the potion will last 10 times longer than the default force archetype
322FORCE_NAME (at the moment of this writing spell/force.arc).
323
324=item randomitems <treasurelist>
325
326The inventory/spell of the potion will be created by calling the treasure code
327with the treasurelist specified here. (I guess it's highly undefined what
328happens if there is not a spell in the potions inventory).
329
330=item on_use_yield <archetype>
331
332When this object is applied this object will be created.
333This field is also used by FOOD and POISON.
334
335=item subtypes <potion subtype>
336
337see include/spells.h for possible potion subtypes, there are currently 4:
338
339=over 4
340
341=item POT_SPELL
342
343Unused, default behaiour of a potion.
344
345=item POT_DUST
346
347This potion can be thrown to cast the spell that it has in it's inventory,
348the behaviour is not defined if there is not a spell in the inventory and the
349server will log an error.
350
351=item POT_FIGURINE
352
353Unused, default behaiour of a potion.
354
355=item POT_BALM
356
357Unused, default behaiour of a potion.
358
359=back
360
361=back
64 362
65=head3 WEAPON - type 15 - Weapons 363=head3 WEAPON - type 15 - Weapons
66 364
67This type is for general hack and slash weapons like swords, maces 365This type is for general hack and slash weapons like swords, maces
68and daggers and and .... 366and daggers and and ....
75 373
76=item attacktype <bitmask> 374=item attacktype <bitmask>
77 375
78bitfield which decides the attacktype of the damage, see include/attackinc.h 376bitfield which decides the attacktype of the damage, see include/attackinc.h
79 377
80=item dam <integer> 378=item dam <number>
81 379
82amount of damage being done with the attacktype 380amount of damage being done with the attacktype
83 381
84=item item_power <level> 382=item item_power <level>
85 383
104 402
105=item last_sp 403=item last_sp
106 404
107the weapon speed (see magic description) 405the weapon speed (see magic description)
108 406
109=item food <integer> 407=item food <number>
110 408
111addition to food regeneration of the player 409addition to food regeneration of the player
112 410
113=item hp <integer> 411=item hp <number>
114 412
115addition to health regeneration 413addition to health regeneration
116 414
117=item sp <integer> 415=item sp <number>
118 416
119addition to mana regeneration 417addition to mana regeneration
120 418
121=item grace <integer> 419=item grace <number>
122 420
123addititon to grace regeneration 421addititon to grace regeneration
124 422
125=item gen_sp_armour <integer> 423=item gen_sp_armour <number>
126 424
127the players gen_sp_armour field (which is per default 10) is added the <integer> amount. 425the 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() 426gen_sp_armour seems to be a factor with which gen_sp in do_some_living()
129is multiplied: gen_sp *= 10/<integer> 427is multiplied: gen_sp *= 10/<number>
130meaning: values > 10 of gen_sp_armour limits the amout of regenerated 428meaning: values > 10 of gen_sp_armour limits the amout of regenerated
131spellpoints. 429spellpoints.
132 430
133generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 431generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
134sp regeneration. 432sp regeneration.
136=item body_<body slot/part> 434=item body_<body slot/part>
137 435
138the part of the body you need to use this weapon, possible values should be 436the part of the body you need to use this weapon, possible values should be
139looked up in common/item.C at body_locations. 437looked up in common/item.C at body_locations.
140 438
141=item resist_<resistnacy> <integer> 439=item resist_<resistnacy> <number>
142 440
143this is the factor with which the difference of the players resistancy and 100% 441this is the factor with which the difference of the players resistancy and 100%
144is multiplied, something like this: 442is multiplied, something like this:
145 443
146 additional_resistancy = (100 - current_resistanct) * (<integer>/100) 444 additional_resistancy = (100 - current_resistanct) * (<number>/100)
147 445
148if <integer> is negative it is added to the total vulnerabilities, 446if <number> is negative it is added to the total vulnerabilities,
149and later the total resistance is decided by: 447and later the total resistance is decided by:
150 448
151 'total resistance = total protections - total vulnerabilities' 449 'total resistance = total protections - total vulnerabilities'
152 450
153see also common/living.C:fix_player 451see also common/living.C:fix_player
155=item patch_(attuned|repelled|denied) 453=item patch_(attuned|repelled|denied)
156 454
157this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 455this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
158for the pathes. 456for the pathes.
159 457
160=item luck <integer> 458=item luck <number>
161 459
162this luck is added to the players luck 460this luck is added to the players luck
163 461
164=item move_type 462=item move_type
165 463
166if the weapon has a move_type set the player inherits it's move_type 464if the weapon has a move_type set the player inherits it's move_type
167 465
168=item exp <integer> 466=item exp <number>
169 467
170the added_speed and bonus_speed of the player is raised by <integer>/3. 468the added_speed and bonus_speed of the player is raised by <number>/3.
171if <integer> < 0 then the added_speed is decreased by <integer> 469if <number> < 0 then the added_speed is decreased by <number>
172 470
173=item weight 471=item weight
174 472
175the weight of the weapon 473the weight of the weapon
176 474
185 - dam: the players dam is adjusted by: player->dam += (dam + magic) 483 - dam: the players dam is adjusted by: player->dam += (dam + magic)
186 484
187 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 485 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
188 (minium is 0) 486 (minium is 0)
189 487
190=item ac <integer> 488=item ac <number>
191 489
192the amount of ac points the player's ac is decreased 490the amount of ac points the player's ac is decreased
193 491
194=item wc <integer> 492=item wc <number>
195 493
196the amount of wc points the player's ac is decreased 494the amount of wc points the player's wc is decreased
197 495
198=back 496=back
199 497
200=head4 Player inherits following flags from weapons: 498=head4 Player inherits following flags from weapons:
201 499
202 FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH, 500 FLAG_LIFESAVE
203 FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD 501 FLAG_REFL_SPELL
502 FLAG_REFL_MISSILE
503 FLAG_STEALTH
504 FLAG_XRAYS
505 FLAG_BLIND
506 FLAG_SEE_IN_DARK
507 FLAG_UNDEAD
508
509=head3 HOLE - type 94 - Holes
510
511Holes are holes in the ground where objects can fall through. When the hole
512opens and/or is completly open all objects above it fall through (more
513precisely: if their head is above the hole).
514
515Trapdoors can only transfer the one who falls through to other coordinates
516on the B<same> map.
517
518=over 4
519
520=item maxsp (0|1)
521
522This field negates the state of the connection: When maxsp is 1 the pit will
523open/close when the connection is deactivated. Otherwise it will open/close
524when the connection is activated. This field only has effect when the
525connection is triggered. So if you put a closed hole on a map, and the
526connection is deactivated, and maxsp is 1 the hole will remain closed until the
527connection was triggered once.
528
529=item connected <connection id>
530
531This is the connection id, which lets the hole opening or closing when
532activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
533at which connection state the object is activated.
534
535For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
536the connection is released.
537
538=item wc <number> (internal)
539
540This is an internal flag. If it is greater than 0 it means that the hole is not
541yet fully open. More preciesly: this field is the animation-step and if it is
542set to the 'closed' step of the animation the hole is closed and if it is on
543the 'open' animation step (wc = 0), the hole is open.
544
545=item sp <number>
546
547The destination y coordinates on the same map.
548
549=item hp <number>
550
551The destination x coordinates on the same map.
552
553=back
554
555=head3 FORCE - type 114 - Forces
556
557Forces are a very 'thin' type. They don't have much behaviour other than
558disappearing after a time and/or affecting the player if they are in his
559inventory.
560
561Forces only take effect on the player if they have set FLAG_APPLIED.
562
563Whether the duration field is processed or not a tick is controlled via the
564speed and speed_left field. Look above at the generic description of these
565fields.
566
567=over 4
568
569=item duration
570
571While this field is greater than 0 the force/object is not destroyed. It is
572decreased each tick by 1.
573
574If it reaches 0 the force/object is destroyed.
575
576This field can have this meaning for B<any> object if that object has
577FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
578what happens then.
579
580=back
581
582=head3 POTION_EFFECT - type 115 - Potion effects (resistancies)
583
584This object is generated by the POTION code when the potion is a resistance
585giving potion. It has mainly the same behaviour as a FORCE.
586
587The specialty of the potion effect is that the resistancy it gives is absolute,
588so if you drin a resistancy potion of fire+60 you will get 60% resistancy to
589fire.
590
591Multiple potion effects only give you the maximum of their resistancy.

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