… | |
… | |
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 | |
… | |
… | |
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 | |
|
|
206 | =item I<is_lightable> (0|1) |
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|
207 | |
|
|
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 |
… | |
… | |
238 | If FLAG_APPLIED is not set the object is destroyed. |
248 | If FLAG_APPLIED is not set the object is destroyed. |
239 | |
249 | |
240 | =item FLAG_CHANGING |
250 | =item FLAG_CHANGING |
241 | |
251 | |
242 | If the I<state> field of the object is 0 the object will be processed periodically |
252 | If the I<state> field of the object is 0 the object will be processed periodically |
243 | (if speed is set). If the I<state> field is 1 it won't be processed. |
253 | (if I<speed> is set). If the I<state> field is 1 it won't be processed. |
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254 | |
|
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255 | This flag indicates that the object is changing into a different object. |
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256 | The object has to have the I<other_arch> field set. The object the changing object |
|
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257 | changes into is derived from the archetype in I<other_arch>. |
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258 | |
|
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259 | When the object does not have FLAG_ALIVE set the I<food> field will be decremented |
|
|
260 | each time the object is processed, and if I<food> reaches 0 one new object will be generated. |
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261 | |
|
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262 | When the object has FLAG_ALIVE set the I<food> field is the number of objects that |
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263 | will be generated. |
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264 | |
|
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265 | After the new object is created the I<hp> field from the old object is copied into |
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266 | the new one. |
|
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267 | |
|
|
268 | When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied |
|
|
269 | to the new object. |
244 | |
270 | |
245 | =item FLAG_IS_A_TEMPLATE (internal use) |
271 | =item FLAG_IS_A_TEMPLATE (internal use) |
246 | |
272 | |
247 | This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s, |
273 | This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s, |
248 | or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
274 | or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
… | |
… | |
299 | =item FLAG_REFL_SPELL |
325 | =item FLAG_REFL_SPELL |
300 | |
326 | |
301 | This flag indicates whether something reflects spells, like spell reflecting |
327 | This flag indicates whether something reflects spells, like spell reflecting |
302 | amuletts. |
328 | amuletts. |
303 | |
329 | |
|
|
330 | =item FLAG_IS_LIGHTABLE |
|
|
331 | |
|
|
332 | This flag indicates whether a B<LIGHTER> can light this object. See also the |
|
|
333 | description of the B<LIGHTER> type. How easy you can light an item depends |
|
|
334 | partially on the material of the object. |
|
|
335 | |
304 | =back |
336 | =back |
305 | |
337 | |
306 | =head2 Description of type specific fields and behaviour |
338 | =head2 Description of type specific fields and behaviour |
307 | |
339 | |
308 | The beginning of the headers of the following subsection |
340 | The beginning of the headers of the following subsection |
309 | 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 | |
|
|
343 | =head3 B<MOOD_FLOOR> - type 65 - change mood of monsters |
|
|
344 | |
|
|
345 | speed == 0 for triggered mood changes, speed != 0 for non-triggered mood |
|
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346 | changes. |
|
|
347 | |
|
|
348 | (based on value that last_sp takes): |
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|
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 |
310 | |
358 | |
311 | =head3 B<TRANSPORT> - type 2 - Player transports |
359 | =head3 B<TRANSPORT> - type 2 - Player transports |
312 | |
360 | |
313 | 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 |
314 | fields that affect it. |
362 | fields that affect it. |
… | |
… | |
816 | 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 |
817 | I<sp> regeneration. |
865 | I<sp> regeneration. |
818 | |
866 | |
819 | =item I<body_BODYSLOT> |
867 | =item I<body_BODYSLOT> |
820 | |
868 | |
821 | 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 |
822 | looked up in common/item.C at body_locations. |
870 | C<BODYSLOT> should be looked up in common/item.C at body_locations. |
823 | |
871 | |
|
|
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 |
|
|
874 | weapons, or C<-1> for other very special things. |
|
|
875 | |
824 | =item I<resist_RESISTNACY> <number> |
876 | =item I<resist_RESISTANCY> <number> |
825 | |
877 | |
826 | 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% |
827 | is multiplied, something like this: |
879 | is multiplied, something like this: |
828 | |
880 | |
829 | additional_resistancy = (100 - current_resistanct) * (<number>/100) |
881 | additional_resistancy = (100 - current_resistancy) * (<number>/100) |
830 | |
882 | |
831 | if <number> is negative it is added to the total vulnerabilities, |
883 | if <number> is negative it is added to the total vulnerabilities, |
832 | and later the total resistance is decided by: |
884 | and later the total resistance is decided by: |
833 | |
885 | |
834 | 'total resistance = total protections - total vulnerabilities' |
886 | 'total resistance = total protections - total vulnerabilities' |
835 | |
887 | |
836 | see also common/living.C:fix_player |
888 | see also common/living.C:fix_player. |
837 | |
889 | |
838 | =item I<path_(attuned|repelled|denied)> |
890 | =item I<path_(attuned|repelled|denied)> |
839 | |
891 | |
840 | 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_* |
841 | for the pathes. |
893 | for the pathes. |
… | |
… | |
1012 | |
1064 | |
1013 | A type for any object that has no special behaviour. |
1065 | A type for any object that has no special behaviour. |
1014 | |
1066 | |
1015 | =head3 B<LAMP> - type 82 - A lamp |
1067 | =head3 B<LAMP> - type 82 - A lamp |
1016 | |
1068 | |
1017 | This object makes light. |
1069 | This object represents a lamp, that can be carried and switched |
|
|
1070 | on and off and has a certain amount of fuel in it. |
|
|
1071 | |
|
|
1072 | A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype. |
|
|
1073 | Each of them should point at the other one with it's I<other_arch> field. |
|
|
1074 | |
|
|
1075 | See the I<other_arch> field for the behaviour of a lamp object when it is applied. |
|
|
1076 | |
|
|
1077 | If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off |
|
|
1078 | with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE. |
|
|
1079 | |
|
|
1080 | =over 4 |
|
|
1081 | |
|
|
1082 | =item I<glow_radius> <number> |
|
|
1083 | |
|
|
1084 | The radius of the light that the lamp emits, see also I<glow_radius> in the |
|
|
1085 | generic object flags description. |
|
|
1086 | |
|
|
1087 | =item I<speed> <number> |
|
|
1088 | |
|
|
1089 | If FLAG_CHANGING is set the I<speed> field will indicate how fast the |
|
|
1090 | lamp burns it's fuel (I<food>). |
|
|
1091 | |
|
|
1092 | Setting FLAG_CHANGING makes only sense on the archetype which represents |
|
|
1093 | the 'on' state of the lamp. |
|
|
1094 | |
|
|
1095 | See also the description of FLAG_CHANGING. |
|
|
1096 | |
|
|
1097 | Lamps which have no FLAG_CHANGING set would also make sense and represent |
|
|
1098 | lamps that never burn up. |
|
|
1099 | |
|
|
1100 | =item I<other_arch> <number> |
|
|
1101 | |
|
|
1102 | This is the field that points to the 'other' archetype which represents the |
|
|
1103 | opposite state of the lamp. The newly from I<other_arch> derived object will |
|
|
1104 | replace the current object and will get the value of I<food> of the replaced object. |
|
|
1105 | |
|
|
1106 | Rationale: |
|
|
1107 | |
|
|
1108 | When the lamp (on) is applied a new object is derived from the archetype |
|
|
1109 | in I<other_arch> and the I<food> value is copied to it ('the fuel is |
|
|
1110 | transferred'). The new lamp (off) object has to have a I<other_arch> field |
|
|
1111 | which points to the archetype from which a lamp (on) can be derived. |
|
|
1112 | |
|
|
1113 | =item I<food> <number> |
|
|
1114 | |
|
|
1115 | This fields stands for the fuel of the lamp. |
|
|
1116 | |
|
|
1117 | =back |
1018 | |
1118 | |
1019 | =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators |
1119 | =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators |
1020 | |
1120 | |
1021 | This type of objects multiplies objects that are above it when it is activated. |
1121 | This type of objects multiplies objects that are above it when it is activated. |
1022 | You can even multiply by 0, which will destroy the object. |
1122 | You can even multiply by 0, which will destroy the object. |