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Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.2 by elmex, Mon Dec 18 12:01:20 2006 UTC vs.
Revision 1.3 by elmex, Mon Dec 18 12:11:08 2006 UTC

144 144
145If also the flag FLAG_APPLIED is set, the 'duration' field controls whether 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 146this object is removed or not, see the Force type below for the meaning
147of the duration field in this context. 147of the duration field in this context.
148 148
149If FLAG_APPLIED is not set the object is destroyed.
150
149=back 151=back
150 152
151=head2 Description of type specific attributes 153=head2 Description of type specific attributes
152 154
153The beginning of the headers of the following subsection 155The beginning of the headers of the following subsection
154are the server internal names for the objects types, see include/define.h. 156are the server internal names for the objects types, see include/define.h.
155The numeric values are maybe not 100% accurate, as the code is a changing 157The numeric values are maybe not 100% accurate, as the code is a changing
156target, please consult include/define.h in doubt :-) 158target, please consult include/define.h in doubt :-)
159
160=head3 FORCE - type 114 - Forces
161
162Forces are a very 'thin' type. They don't have much behaviour other than
163disappearing after a time and/or affecting the player if they are in his inventory.
164
165Forces only take effect on the player if they have set FLAG_APPLIED.
166
167Whether the duration field is processed or not a tick is controlled via the
168speed and speed_left field. Look above at the generic description of these
169fields.
170
171=over 4
172
173=item duration
174
175While this field is greater than 0 the force/object is not destroyed.
176It is decreased each tick by 1.
177
178If it reaches 0 the force/object is destroyed.
179
180This field can have this meaning for B<any> object if that object has
181FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
182what happens then.
183
184=back
157 185
158=head3 WEAPON - type 15 - Weapons 186=head3 WEAPON - type 15 - Weapons
159 187
160This type is for general hack and slash weapons like swords, maces 188This type is for general hack and slash weapons like swords, maces
161and daggers and and .... 189and daggers and and ....
292 320
293=head4 Player inherits following flags from weapons: 321=head4 Player inherits following flags from weapons:
294 322
295 FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH, 323 FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH,
296 FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD 324 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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