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Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.32 by root, Tue Nov 3 09:54:05 2009 UTC vs.
Revision 1.38 by root, Mon Apr 5 16:24:59 2010 UTC

114 114
115This field indicates how far an object glows. Default is a radius of 0 (no 115This field indicates how far an object glows. Default is a radius of 0 (no
116glowing at all). Negative glow radii darken areas - currently, negative 116glowing at all). Negative glow radii darken areas - currently, negative
117glow radii are stronger than positive ones. 117glow radii are stronger than positive ones.
118 118
119=item I<speed> <number> 119=item I<speed> <float>
120 120
121If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 121If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
122on the active object list and will be processed each tick (see also speed_left!). 122on the active object list and will be processed each tick (see also speed_left!).
123 123
124If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed 124If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
125from the active object list and it won't experience any processing per tick. 125from the active object list and it won't experience any processing per tick.
126 126
127Negative speed settings in archetypes and files cause a speed_left
128randomisation on load or instantiatian, but for calculations, the absolute
129value is used always.
130
127=item I<speed_left> <number> 131=item I<speed_left> <float>
128 132
129If this field is greater than 0 and the object is on the 133If this field is greater than 0 and the object is on the
130active list (mostly means it's speed is also greater than 0): 134active list (mostly means it's speed is also greater than 0):
131 135
132 - speed_left is decreased by 1 136 - speed_left is decreased by 1
138 142
139This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED) 143This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
140the more seldom the object is processed. And the higher I<speed> is 144the more seldom the object is processed. And the higher I<speed> is
141the more often the object is processed. 145the more often the object is processed.
142 146
143=item I<connected> <number> 147=item I<connected> <identifier>
144 148
145When this field is set the object will be linked to a connection with the 149When this field is set the object will be linked to a connection with the
146id <number>. What happens when the connection is 'activated' depends on the 150same <identifier>. What happens when the connection is 'activated' depends on the
147type of the object. 151type of the object.
148 152
149FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control 153FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
150when to activate the object, see description of these below for further details. 154when to activate the object, see description of these below for further details.
151 155
462This field has some special meaning in potions, currently the 466This field has some special meaning in potions, currently the
463bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 467bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
464restoration potion or improvement potion. 468restoration potion or improvement potion.
465See include/attackinc.h for the bits of these types. 469See include/attackinc.h for the bits of these types.
466 470
467If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION 471If AT_DEPLETE is set the player will be restored and the "depletion"
468will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED 472will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
469set the player will be drained a random stat by inserting an ARCH_DEPLETION 473set the player will be drained a random stat by inserting an "depletion"
470into him. 474into him.
471 475
472If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 476If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
473When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 477When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
474 478
626 630
627=head3 B<CLOCK> - type 9 - Clocks 631=head3 B<CLOCK> - type 9 - Clocks
628 632
629This type of objects just display the time when being applied. 633This type of objects just display the time when being applied.
630 634
635=head3 B<VEIN> - type 10 - item veins for mining
636
637Provides a place to apply to mining skill to.
638
639=item I<other_arch> <archname>
640
641The architecture to create on a successful mine.
642
643=item I<food> <number>
644
645The number of items to produce from this vein.
646
647=item I<ac> <percentage>
648
649The base chance of getting an item.
650
651=item I<race> <identifier>
652
653Race of required extraction tools.
654
655=back
656
631=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT) 657=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
632 658
633This is a spell effect of a moving bolt. It moves straigt forward 659This is a spell effect of a moving bolt. It moves straigt forward
634through the map until something blocks it. 660through the map until something blocks it.
635If FLAG_REFLECTING is set it even reflects on walls. 661If FLAG_REFLECTING is set it even reflects on walls.
747The minimum I<speed> of an arrow is 1.0. 773The minimum I<speed> of an arrow is 1.0.
748 774
749While flying the arrows I<speed> is decreased by 0.05 each time it's moved. 775While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
750 776
751If the I<speed> is above 10.0 it goes straight through the creature it hits and 777If the I<speed> is above 10.0 it goes straight through the creature it hits and
752it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is 778its I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
753stopped and either sticked into the victim (see I<weight> field description) or 779stopped and either stuck into the victim (see I<weight> field description) or
754put on it's map square (if it didn't break, see description of the I<food> field). 780put on its map square (if it didn't break, see description of the I<food> field).
755 781
756=item I<weight> <number> 782=item I<weight> <number>
757 783
758This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg) 784This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
759the arrow will stick in the victim it hits. Otherwise it will fall to the ground. 785the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
971=item I<hp> <number> 997=item I<hp> <number>
972 998
973If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can 999If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
974be used. 1000be used.
975 1001
976=item I<speed> <number> 1002=item I<speed> <float>
977 1003
978If I<speed> is set the creator will create an object periodically, 1004If I<speed> is set the creator will create an object periodically,
979see I<speed> and I<speed_left> fields in the general object field description 1005see I<speed> and I<speed_left> fields in the general object field description
980for more details. 1006for more details.
981 1007
986=item I<other_arch> <string> 1012=item I<other_arch> <string>
987 1013
988If the inventory of the creator is empty new objects will be derived from the 1014If the inventory of the creator is empty new objects will be derived from the
989archetype named by <string>. 1015archetype named by <string>.
990 1016
991=item I<connected> <number> 1017=item I<connected> <identifier>
992 1018
993See generic object field description. 1019See generic object field description.
1020
1021=back
1022
1023=head3 B<SKILL> - type 43 - Skills
1024
1025This type is basically for representing skills in the game.
1026
1027=over 4
1028
1029=item I<subtype> <skill number>
1030
1031=item I<skill> <string>
1032
1033The skill identifier used by other items, usually the skill name
1034
1035=item I<level> <percentage>
1036
1037not used?
1038
1039=item I<exp> <number>
1040
1041Base amount of experience in a skill, for skills not starting at zero.
1042
1043=item I<expmul> <float>
1044
1045Experience is multiplied by this factor.
994 1046
995=back 1047=back
996 1048
997=head3 B<DRINK> - type 54 - Drinkable stuff 1049=head3 B<DRINK> - type 54 - Drinkable stuff
998 1050
1045=item I<race> <string> 1097=item I<race> <string>
1046 1098
1047If this field is set the inventory checker will search for an object which 1099If this field is set the inventory checker will search for an object which
1048has the archetype name that matches <string>. 1100has the archetype name that matches <string>.
1049 1101
1050=item I<connected> <connection id> 1102=item I<connected> <identifier>
1051 1103
1052This is the connection that will be activated. The connection is 1104This is the connection that will be activated. The connection is
1053'pushed' when someone enters the space with the inventory checker, 1105'pushed' when someone enters the space with the inventory checker,
1054and it is 'released' when he leaves it. 1106and it is 'released' when he leaves it.
1055 1107
1056See also the description of the I<connected> field in the generic object field 1108See also the description of the I<connected> field in the generic object
1057section. 1109field section.
1058 1110
1059=back 1111=back
1060 1112
1061=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters 1113=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1062 1114
1095 1147
1096=item I<other_arch> <string> 1148=item I<other_arch> <string>
1097 1149
1098The archetype name of the objects that should be multiplied. 1150The archetype name of the objects that should be multiplied.
1099 1151
1100=item I<connected> <number> 1152=item I<connected> <identifier>
1101 1153
1102See generic object field description. 1154See generic object field description.
1103 1155
1104=back 1156=back
1105 1157
1123when the connection is activated. This field only has effect when the 1175when the connection is activated. This field only has effect when the
1124connection is triggered. So if you put a closed hole on a map, and the 1176connection is triggered. So if you put a closed hole on a map, and the
1125connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the 1177connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1126connection was triggered once. 1178connection was triggered once.
1127 1179
1128=item I<connected> <connection id> 1180=item I<connected> <identifier>
1129 1181
1130This is the connection id, which lets the hole opening or closing when 1182This is the connection id, which lets the hole opening or closing when
1131activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1183activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1132at which connection state the object is activated. 1184at which connection state the object is activated.
1133 1185

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