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Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.13 by elmex, Wed Dec 20 13:07:13 2006 UTC vs.
Revision 1.14 by elmex, Wed Dec 20 19:53:10 2006 UTC

66 66
67=item face <facename> 67=item face <facename>
68 68
69The graphical appearance of this object. 69The graphical appearance of this object.
70 70
71=item x <number>
72
73The x position of the object when it is on a map.
74
75=item y <number>
76
77The y position of the object when it is on a map.
78
79=item map (internal)
80
81The map the object is on.
82
71=item invisible <number> 83=item invisible <number>
72 84
73If the <number> is greater than 0 the object is invisible. 85If the <number> is greater than 0 the object is invisible.
74For players this field reflects the duration of the invisibility 86For players this field reflects the duration of the invisibility
75and is decreased every tick by 1. 87and is decreased every tick by 1.
97on the end of the tick. 109on the end of the tick.
98 110
99This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) 111This 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 112the more seldom the object is processed. And the higher the speed field is
101the more often the object is processed. 113the more often the object is processed.
114
115=item connected <number>
116
117When this field is set the object will be linked to a connection with the
118id <number>. What happens when the connection is 'activated' depends on the
119type of the object.
120
121When FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
122when to activate the object, see description of these below for further details.
102 123
103=item no_drop (0|1) 124=item no_drop (0|1)
104 125
105Sets the flag FLAG_NO_DROP. 126Sets the flag FLAG_NO_DROP.
106See Flags section below. 127See Flags section below.
203 224
204This flag has only meaning for objects that can be linked together 225This flag has only meaning for objects that can be linked together
205with the 'connected' field and controls wether the object should 226with the 'connected' field and controls wether the object should
206be activated when the connection is 'pushed' or it is 'released'. 227be activated when the connection is 'pushed' or it is 'released'.
207 228
229What 'pushed' and 'released' means depends on the object that
230activates the connection.
231
208This flag is by default on. 232This flag is by default on.
209 233
210=item FLAG_ACTIVATE_ON_RELEASE 234=item FLAG_ACTIVATE_ON_RELEASE
211 235
212This flag has only meaning for objects that can be linked together 236This flag has only meaning for objects that can be linked together
213with the 'connected' field and controls wether the object should 237with the 'connected' field and controls wether the object should
214be activated when the connection is 'pushed' or it is 'released'. 238be activated when the connection is 'pushed' or it is 'released'.
239
240What 'pushed' and 'released' means depends on the object that
241activates the connection.
215 242
216This flag is by default on. 243This flag is by default on.
217 244
218=item FLAG_NO_STEAL 245=item FLAG_NO_STEAL
219 246
563 590
564This is the range of the bolt, each space it advances this field is decreased. 591This is the range of the bolt, each space it advances this field is decreased.
565 592
566=back 593=back
567 594
595=head3 ARROW - type 13 - Arrows
596
597This is the type for objects that represent projectiles like arrows.
598The movement of THROWN_OBJs behave similar to this type.
599
600Flying arrows are stopped either when they hit something blocking
601(move_block) or something which is alive.
602If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
603set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
604damage with a small chance which is affected by the 'level' field of the arrow.
605
606If FLAG_REFLECTING is set on the arrow it will bounce off everything
607that is not alive and blocks it's movement.
608
609When an arrow is being shot it's dam, wc, attacktype, slaying fields will
610be saved in the sp, hp, grace and spellarg fields of the object, to restore them
611once the arrow has been stopped.
612
613=over 4
614
615=item dam <number>
616
617The amount of damage that is being done to the victim that gets hit.
618This field is recomputed when the arrow is fired and will consist
619of the sum of a damage bonus (see description of the BOW type),
620the arrows 'dam' field, the bows 'dam' field, the bows 'magic' field
621and the arrows magic field.
622
623=item wc <number>
624
625The weaponclass of the arrow, which has effect on the propability of hitting.
626
627It is recomputed when the arrow is being fired by this formula:
628
629 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
630 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
631
632When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
633level is not added.
634
635The wc_mod is dependend on the fire mode of the bow. For a more detailed
636explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
637
638=item magic <number>
639
640This field is added to the damage of the arrow when it is shot and
641will also improve it's speed by 1/5 of it's value.
642
643=item attacktype <attacktype>
644
645Bitfield which decides the attacktype of the damage, see include/attackinc.h
646On fireing the attacktype of the bow is added to the arrows attacktype.
647
648=item level <number> (interally used)
649
650The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
651see above in the ARROW description.
652
653The level is set when the arrow is fired to either the skill level or the
654shooters level.
655
656=item speed <number> (internal)
657
658This field shouldn't be set directly in the archetype, the arrow will get it's
659speed from the bow. This fields value has to be atleast 0.5 or otherwise the
660arrow will be stopped immediatly.
661
662On fireing the speed of the arrow is computed of 1/5 of the
663sum of the damage bonus (see BOW), bow magic and arrow magic. After that 1/7
664of the bows 'dam' field is added to the speed of the arrow.
665
666The minimum speed of an arrow is 1.0.
667
668While flying the arrows speed is decreased by 0.05 each time it's moved.
669
670If the speed is above 10.0 it goes straight through the creature it hits and
671it's speed is reduced by 1. If the speed is lower or equal 10.0 the arrow is
672stopped and either sticked into the victim (see weight field description) or
673put on it's map square (if it didn't break, see description of the food field).
674
675=item weight <number>
676
677This field is the weight of the arrow, if the weight is below or equal 5000 (5 kg)
678the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
679
680=item food <number>
681
682The breaking percentage. 100% means: breaks on usage for sure.
683
684=item inventory (internal)
685
686If the flying/moving object has something in it's inventory and it stops, it
687will be replaced with it's inventory. Otherwise it will be handled as usual,
688which means: it will be calculated whether the arrow breaks and it will be
689reset for reuse.
690
691=item slaying <string>
692
693When the bow that fires this arrow has it's slaying field set it is copied
694to the arrows slaying field. Otherwise the arrows slaying field remains.
695
696=item move_type <movetype> (internally used)
697
698This field is set when the arrow is shot to MOVE_FLY_LOW.
699
700=item move_on <movetype> (internally used)
701
702This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
703
704=item race <string>
705
706The race field is a unique key that assigns arrows, bows and quivers. When
707shooting an arrow the bows race is used to search for arrows (which have the
708same race as the bow) in the players inventory and will recursively search in
709the containers (which are applied and have the same race as the bow and the arrow).
710
711=back
712
713=head3 BOW - type 14 - Bows, those that fire ARROWs
714
715TODO, but take into account ARROW description above
568 716
569=head3 WEAPON - type 15 - Weapons 717=head3 WEAPON - type 15 - Weapons
570 718
571This type is for general hack and slash weapons like swords, maces 719This type is for general hack and slash weapons like swords, maces
572and daggers and and .... 720and daggers and and ....
691 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 839 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
692 (minium is 0) 840 (minium is 0)
693 841
694=item ac <number> 842=item ac <number>
695 843
696the amount of ac points the player's ac is decreased 844the amount of ac points the player's ac is decreased when applying this object.
697 845
698=item wc <number> 846=item wc <number>
699 847
700the amount of wc points the player's wc is decreased 848the amount of wc points the player's wc is decreased when applying this object.
701 849
702=back 850=back
703 851
704=head4 Player inherits following flags from weapons: 852=head4 Player inherits following flags from weapons:
705 853
723 871
724This field stores the hits the monster did yet. 872This field stores the hits the monster did yet.
725 873
726=back 874=back
727 875
876=head3 CREATOR - type 42 - Object creators
877
878Once a creator is activated by a connection it creates a number of objects
879(cloned from it's inventory or a new archetype from the other_arch slot).
880
881If FLAG_LIVESAFE is set the number of uses is unlimited.
882
883=over 4
884
885=item hp <number>
886
887If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
888be used.
889
890=item speed <number>
891
892If speed is set the creator will create an object periodically,
893see speed and speed_left fields in general object attribute description
894for more details on how this period works.
895
896=item slaying <string>
897
898If set the generated object's name and
899title will be set to this.
900
901=item other_arch <string>
902
903If the inventory of the creator is empty objects of the
904archetype <string> will be generated.
905
906=item connected <number>
907
908See generic object attribute section.
909
910=back
911
728=head3 DRINK - type 54 - Drinkable stuff 912=head3 DRINK - type 54 - Drinkable stuff
729 913
730See FOOD description. 914See FOOD description.
731 915
732=head3 CHECK_INV - type 64 - Inventory checkers 916=head3 CHECK_INV - type 64 - Inventory checkers
778If this field is set the inventory checker will search for an object which 962If this field is set the inventory checker will search for an object which
779has the archetype name that matches <string>. 963has the archetype name that matches <string>.
780 964
781=item connected <connection id> 965=item connected <connection id>
782 966
783This is the connection that will be activated. 967This is the connection that will be activated. The connection is
968'pushed' when someone enters the space with the inventory checker,
969and it is 'released' when he leaves it.
970
971See also the description of the connected field in the generic object attribute
972section.
784 973
785=back 974=back
786 975
787=head3 FLESH - type 72 - Organs and body parts 976=head3 FLESH - type 72 - Organs and body parts
788 977
789See FOOD description. 978See FOOD description.
790 979
791=head3 MISC_OBJECT - type 79 - Misc. objects 980=head3 MISC_OBJECT - type 79 - Misc. objects
792 981
793A type for any object that has no special behaviour. 982A type for any object that has no special behaviour.
983
984=head3 DUPLICATOR - type 83 - Duplicators or: Multiplicators
985
986This type of objects multiplies objects that are above it when it is activated.
987You can even multiply by 0, which will destroy the object.
988
989=over 4
990
991=item level <number>
992
993The multiplicator, if set to 0 or lower it will destroy the objects above it.
994
995=item other_arch <string>
996
997The archetype name of the objects which will be multiplied.
998
999=item connected <number>
1000
1001See generic object attribute section.
1002
1003=back
794 1004
795=head3 HOLE - type 94 - Holes 1005=head3 HOLE - type 94 - Holes
796 1006
797Holes are holes in the ground where objects can fall through. When the hole 1007Holes are holes in the ground where objects can fall through. When the hole
798opens and/or is completly open all objects above it fall through (more 1008opens and/or is completly open all objects above it fall through (more
799precisely: if their head is above the hole). 1009precisely: if their head is above the hole).
1010
1011When the HOLE is activated it's speed is set to 0.5.
800 1012
801Trapdoors can only transfer the one who falls through to other coordinates 1013Trapdoors can only transfer the one who falls through to other coordinates
802on the B<same> map. 1014on the B<same> map.
803 1015
804=over 4 1016=over 4

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