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Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.16 by elmex, Wed Dec 20 21:30:42 2006 UTC vs.
Revision 1.21 by root, Mon May 7 06:14:03 2007 UTC

108For players this field reflects the duration of the invisibility 108For players this field reflects the duration of the invisibility
109and is decreased every tick by 1. 109and is decreased every tick by 1.
110 110
111For non-player objects this field is not changed by server ticks. 111For non-player objects this field is not changed by server ticks.
112 112
113=item I<glow_radius> <number>
114
115This field indicates how far an object glows. Default is a radius of 0 (no
116glowing at all).
117
113=item I<speed> <number> 118=item I<speed> <number>
114 119
115If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 120If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
116on the active object list and will be processed each tick (see also speed_left!). 121on the active object list and will be processed each tick (see also speed_left!).
117 122
194See Flags section below. 199See 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
198Sets the flag FLAG_ACTIVATE_ON_RELEASE. 203Sets the flag FLAG_ACTIVATE_ON_RELEASE.
204See Flags section below.
205
206=item I<is_lightable> (0|1)
207
208Sets the flag FLAG_IS_LIGHTABLE.
199See Flags section below. 209See Flags section below.
200 210
201=item I<editable> (more than deprecated) 211=item I<editable> (more than deprecated)
202 212
203This field had a special meaning for crossedit, which used parts 213This field had a special meaning for crossedit, which used parts
238If FLAG_APPLIED is not set the object is destroyed. 248If FLAG_APPLIED is not set the object is destroyed.
239 249
240=item FLAG_CHANGING 250=item FLAG_CHANGING
241 251
242If the I<state> field of the object is 0 the object will be processed periodically 252If 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.
254
255This flag indicates that the object is changing into a different object.
256The object has to have the I<other_arch> field set. The object the changing object
257changes into is derived from the archetype in I<other_arch>.
258
259When the object does not have FLAG_ALIVE set the I<food> field will be decremented
260each time the object is processed, and if I<food> reaches 0 one new object will be generated.
261
262When the object has FLAG_ALIVE set the I<food> field is the number of objects that
263will be generated.
264
265After the new object is created the I<hp> field from the old object is copied into
266the new one.
267
268When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied
269to the new object.
244 270
245=item FLAG_IS_A_TEMPLATE (internal use) 271=item FLAG_IS_A_TEMPLATE (internal use)
246 272
247This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s, 273This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
248or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 274or 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
301This flag indicates whether something reflects spells, like spell reflecting 327This flag indicates whether something reflects spells, like spell reflecting
302amuletts. 328amuletts.
303 329
330=item FLAG_IS_LIGHTABLE
331
332This flag indicates whether a B<LIGHTER> can light this object. See also the
333description of the B<LIGHTER> type. How easy you can light an item depends
334partially 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
308The beginning of the headers of the following subsection 340The beginning of the headers of the following subsection
309are the server internal names for the objects types, see include/define.h. 341are the server internal names for the objects types, see include/define.h.
342
343=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
344
345speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
346changes.
347
348 (based on value that last_sp takes):
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
313This type is implemented by the transport extension and has currently no special 361This type is implemented by the transport extension and has currently no special
314fields that affect it. 362fields that affect it.
816Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 864Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
817I<sp> regeneration. 865I<sp> regeneration.
818 866
819=item I<body_BODYSLOT> 867=item I<body_BODYSLOT>
820 868
821The part of the body you need to use this weapon, possible values should be 869The part/slot of the body you need to use this weapon, possible values for
822looked up in common/item.C at body_locations. 870C<BODYSLOT> should be looked up in common/item.C at body_locations.
823 871
872The value (in the range C<-7..7>) gives the number of those body slots used
873up by the item, or C<-1> for one handed weapons, C<-2> for two handed
874weapons, or C<-1> for other very special things.
875
824=item I<resist_RESISTNACY> <number> 876=item I<resist_RESISTANCY> <number>
825 877
826this is the factor with which the difference of the players resistancy and 100% 878this is the factor with which the difference of the players resistancy and 100%
827is multiplied, something like this: 879is multiplied, something like this:
828 880
829 additional_resistancy = (100 - current_resistanct) * (<number>/100) 881 additional_resistancy = (100 - current_resistancy) * (<number>/100)
830 882
831if <number> is negative it is added to the total vulnerabilities, 883if <number> is negative it is added to the total vulnerabilities,
832and later the total resistance is decided by: 884and 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
836see also common/living.C:fix_player 888see also common/living.C:fix_player.
837 889
838=item I<path_(attuned|repelled|denied)> 890=item I<path_(attuned|repelled|denied)>
839 891
840this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 892this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
841for the pathes. 893for the pathes.
1012 1064
1013A type for any object that has no special behaviour. 1065A 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
1017This object makes light. 1069This object represents a lamp, that can be carried and switched
1070on and off and has a certain amount of fuel in it.
1071
1072A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1073Each of them should point at the other one with it's I<other_arch> field.
1074
1075See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1076
1077If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off
1078with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE.
1079
1080=over 4
1081
1082=item I<glow_radius> <number>
1083
1084The radius of the light that the lamp emits, see also I<glow_radius> in the
1085generic object flags description.
1086
1087=item I<speed> <number>
1088
1089If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1090lamp burns it's fuel (I<food>).
1091
1092Setting FLAG_CHANGING makes only sense on the archetype which represents
1093the 'on' state of the lamp.
1094
1095See also the description of FLAG_CHANGING.
1096
1097Lamps which have no FLAG_CHANGING set would also make sense and represent
1098lamps that never burn up.
1099
1100=item I<other_arch> <number>
1101
1102This is the field that points to the 'other' archetype which represents the
1103opposite state of the lamp. The newly from I<other_arch> derived object will
1104replace the current object and will get the value of I<food> of the replaced object.
1105
1106Rationale:
1107
1108When the lamp (on) is applied a new object is derived from the archetype
1109in I<other_arch> and the I<food> value is copied to it ('the fuel is
1110transferred'). The new lamp (off) object has to have a I<other_arch> field
1111which points to the archetype from which a lamp (on) can be derived.
1112
1113=item I<food> <number>
1114
1115This 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
1021This type of objects multiplies objects that are above it when it is activated. 1121This type of objects multiplies objects that are above it when it is activated.
1022You can even multiply by 0, which will destroy the object. 1122You can even multiply by 0, which will destroy the object.

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