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Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.3 by elmex, Mon Dec 18 12:11:08 2006 UTC vs.
Revision 1.4 by elmex, Mon Dec 18 16:53:04 2006 UTC

74For players this field reflects the duration of the invisibility 74For players this field reflects the duration of the invisibility
75and is decreased every tick by 1. 75and is decreased every tick by 1.
76 76
77For non-player objects this field is not changed by server ticks. 77For non-player objects this field is not changed by server ticks.
78 78
79=item speed <numeric> 79=item speed <number>
80 80
81If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 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!). 82on the active object list and will be processed each tick (see also speed_left!).
83 83
84If the speed field drops below the MIN_ACTIVE_SPEED the object is removed 84If the speed field drops below the MIN_ACTIVE_SPEED the object is removed
96equal to 0 the absolute value of the speed field is added to speed_left 96equal to 0 the absolute value of the speed field is added to speed_left
97on the end of the tick. 97on the end of the tick.
98 98
99=item no_drop (0|1) 99=item no_drop (0|1)
100 100
101Sets the flag FLAG_NO_DROP. See the Flags section below. 101Sets the flag FLAG_NO_DROP.
102See Flags section below.
102 103
103=item applied (0|1) 104=item applied (0|1)
104 105
105Sets the flag FLAG_APPLIED. See the Flags section below. 106Sets the flag FLAG_APPLIED.
107See Flags section below.
106 108
107=item is_used_up (0|1) 109=item is_used_up (0|1)
108 110
109Sets the flag FLAG_IS_USED_UP. See Flags section below. 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.
110 118
111=item editable (more than deprecated) 119=item editable (more than deprecated)
112 120
113This field had a special meaning for crossedit, which used parts 121This field had a special meaning for crossedit, which used parts
114of the server code for editing. Wherever you see this attribute being 122of the server code for editing. Wherever you see this attribute being
146this object is removed or not, see the Force type below for the meaning 154this object is removed or not, see the Force type below for the meaning
147of the duration field in this context. 155of the duration field in this context.
148 156
149If FLAG_APPLIED is not set the object is destroyed. 157If FLAG_APPLIED is not set the object is destroyed.
150 158
159=item FLAG_IS_A_TEMPLATE (internal use)
160
161This flag is set on the inventory of generators like CREATORs and CONVERTERs,
162or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
163
164=item FLAG_AUTO_APPLY
165
166This flag has currently only meaning for the TREASURE type, see below.
167
151=back 168=back
152 169
153=head2 Description of type specific attributes 170=head2 Description of type specific attributes
154 171
155The beginning of the headers of the following subsection 172The beginning of the headers of the following subsection
156are the server internal names for the objects types, see include/define.h. 173are the server internal names for the objects types, see include/define.h.
157The numeric values are maybe not 100% accurate, as the code is a changing
158target, please consult include/define.h in doubt :-)
159 174
160=head3 FORCE - type 114 - Forces 175=head3 TRANSPORT - type 2 - Player transports
161 176
162Forces are a very 'thin' type. They don't have much behaviour other than 177This type is implemented by the transport extension and has currently no special
163disappearing after a time and/or affecting the player if they are in his inventory. 178attributes that affect it.
164 179
165Forces only take effect on the player if they have set FLAG_APPLIED. 180=head3 ROD - type 3 - Rods that fire spells
166 181
167Whether the duration field is processed or not a tick is controlled via the 182Rods contain spells and can be fired by a player.
168speed and speed_left field. Look above at the generic description of these
169fields.
170 183
171=over 4 184=over 4
172 185
173=item duration 186=item level <number>
174 187
175While this field is greater than 0 the force/object is not destroyed. 188This attribute is used for calculating the spell level that can be fired
176It is decreased each tick by 1. 189with this rod, it's also the maximum level of the spell that can be fired.
190The level of the spell that is being fired depends mostly on
191the 'use magic item' skill level of the player and 1/10 of the level of the
192rod is added as bonus.
177 193
178If it reaches 0 the force/object is destroyed. 194=item hp <number>
179 195
180This field can have this meaning for B<any> object if that object has 196The amount of spellpoints this rod has left.
181FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 197
182what happens then. 198=item maxhp <number>
199
200The maximum amount of spellpoints this rod has.
201
202=item skill <skill name>
203
204This field determines which skill you need to apply this object.
205
206=back
207
208=head3 TREASURE - type 4 - Treasures
209
210This type of objects are for random treasure generation in maps.
211If this object is applied by a player it will replace itself with it's
212inventory. If it is automatically applied
213generate a treasure and replace itself with the generated treasure.
214
215Chests are also of this type, their treasures are generated by
216the auto apply code on map instantiation.
217
218=over 4
219
220=item hp <number>
221
222The number of treasures to generate.
223
224=item exp <level>
225
226If FLAG_AUTO_APPLY is not set the exp field has no further meaning
227and the difficulty for the treasurecode only depends on the maps difficulty,
228otherwise the exp field has the following meaning:
229
230If this field is not 0 it is passed as the difficulty
231to the treasure generation code to determine how good, how much
232worth a treasure is or what bonuses it is given by the treasure code.
233
234If this field is not set or 0 the difficulty of the map is passed to the treasure
235generation code.
236
237=item randomitems <treasurelist>
238
239The treasurelist to use to generate the treasure which is put in the
240treasure objects inventory.
241
242=back
243
244=head3 POTION - type 5 - Potions for drinking and other nastynesses
245
246These objects contain a spell and will emit it on apply, which most
247of the time has the meaning of 'drinking'.
248
249If no resistancy field, stat field or attacktype is set and no spell
250is put in the potion by the sp field or the randomitems the
251potion will become an artifact and the artifact code decides which kind
252of potion will be generated.
253
254If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
255will yield an explosion and hurt the player.
256
257=over 4
258
259=item Str, Dex, Con, Int, Wis, Cha, Pow <number>
260
261These stat fields determine how many stat points the player gets
262when he applies this potion.
263
264If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
265
266=item sp <number>
267
268If this field is set and the randomitems field is not set
269the field is interpreted as spell number, please look the right
270number up in common/loader.C.
271
272If this field is set the randomitems field will be unset by the
273map loading code.
274
275=item attacktype <attacktype>
276
277This field has some special meaning in potions, currently the
278bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
279restoration potion or improvement potion.
280See include/attackinc.h for the bits of these types.
281
282If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
283will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
284set the player will be drained a random stat by inserting an ARCH_DEPLETION
285into him.
286
287If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
288When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
289
290=item resist_<resistancy> <number>
291
292If this stat is set and no spell is in the potion the potion
293will create a force that give the player this specific resistancy.
294The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
295and the potion will last 10 times longer than the default force archetype
296FORCE_NAME (at the moment of this writing spell/force.arc).
297
298=item randomitems <treasurelist>
299
300The inventory/spell of the potion will be created by calling the treasure code
301with the treasurelist specified here. (I guess it's highly undefined what
302happens if there is not a spell in the potions inventory).
303
304=item on_use_yield <archetype>
305
306When this object is applied this object will be created.
307This field is also used by FOOD and POISON.
308
309=item subtypes <potion subtype>
310
311see include/spells.h for possible potion subtypes, there are currently 4:
312
313=over 4
314
315=item POT_SPELL
316
317Unused, default behaiour of a potion.
318
319=item POT_DUST
320
321This potion can be thrown to cast the spell that it has in it's inventory,
322the behaviour is not defined if there is not a spell in the inventory and the
323server will log an error.
324
325=item POT_FIGURINE
326
327Unused, default behaiour of a potion.
328
329=item POT_BALM
330
331Unused, default behaiour of a potion.
332
333=back
183 334
184=back 335=back
185 336
186=head3 WEAPON - type 15 - Weapons 337=head3 WEAPON - type 15 - Weapons
187 338
312 463
313the amount of ac points the player's ac is decreased 464the amount of ac points the player's ac is decreased
314 465
315=item wc <number> 466=item wc <number>
316 467
317the amount of wc points the player's ac is decreased 468the amount of wc points the player's wc is decreased
318 469
319=back 470=back
320 471
321=head4 Player inherits following flags from weapons: 472=head4 Player inherits following flags from weapons:
322 473
323 FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH, 474 FLAG_LIFESAVE
324 FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD 475 FLAG_REFL_SPELL
476 FLAG_REFL_MISSILE
477 FLAG_STEALTH
478 FLAG_XRAYS
479 FLAG_BLIND
480 FLAG_SEE_IN_DARK
481 FLAG_UNDEAD
482
483=head3 FORCE - type 114 - Forces
484
485Forces are a very 'thin' type. They don't have much behaviour other than
486disappearing after a time and/or affecting the player if they are in his inventory.
487
488Forces only take effect on the player if they have set FLAG_APPLIED.
489
490Whether the duration field is processed or not a tick is controlled via the
491speed and speed_left field. Look above at the generic description of these
492fields.
493
494=over 4
495
496=item duration
497
498While this field is greater than 0 the force/object is not destroyed.
499It is decreased each tick by 1.
500
501If it reaches 0 the force/object is destroyed.
502
503This field can have this meaning for B<any> object if that object has
504FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
505what happens then.
506
507=back
508
509=head3 POTION_EFFECT - type 115 - Potion effects (resistancies)
510
511This object is generated by the POTION code when the potion is a
512resistance giving potion. It has mainly the same behaviour as a FORCE.
513
514The specialty of the potion effect is that the resistancy it gives is absolute,
515so if you drin a resistancy potion of fire+60 you will get 60% resistancy to fire.
516
517Multiple potion effects only give you the maximum of their resistancy.

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