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Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.33 by root, Sat Nov 7 18:30:05 2009 UTC vs.
Revision 1.40 by root, Thu Apr 15 00:36:51 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
213 217
214This field had a special meaning for crossedit, which used parts 218This field had a special meaning for crossedit, which used parts
215of the server code for editing. Wherever you see this field being 219of the server code for editing. Wherever you see this field being
216set in an archetype ignore it and/or remove it. No code interprets this 220set in an archetype ignore it and/or remove it. No code interprets this
217field anymore. 221field anymore.
222
223=item I<last_heal>, I<last_sp>
224
225For monsters and other living stuff that heals or regenarates hp or sp,
226these contain the fractional part of any healing that couldn't be applied
227to hp and sp yet.
218 228
219=back 229=back
220 230
221=head3 Flags 231=head3 Flags
222 232
626 636
627=head3 B<CLOCK> - type 9 - Clocks 637=head3 B<CLOCK> - type 9 - Clocks
628 638
629This type of objects just display the time when being applied. 639This type of objects just display the time when being applied.
630 640
641=head3 B<VEIN> - type 10 - item veins for mining
642
643Provides a place to apply to mining skill to.
644
645=item I<other_arch> <archname>
646
647The architecture to create on a successful mine.
648
649=item I<food> <number>
650
651The number of items to produce from this vein.
652
653=item I<ac> <percentage>
654
655The base chance of getting an item.
656
657=item I<race> <identifier>
658
659Race of required extraction tools.
660
661=back
662
631=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT) 663=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
632 664
633This is a spell effect of a moving bolt. It moves straigt forward 665This is a spell effect of a moving bolt. It moves straigt forward
634through the map until something blocks it. 666through the map until something blocks it.
635If FLAG_REFLECTING is set it even reflects on walls. 667If FLAG_REFLECTING is set it even reflects on walls.
747The minimum I<speed> of an arrow is 1.0. 779The minimum I<speed> of an arrow is 1.0.
748 780
749While flying the arrows I<speed> is decreased by 0.05 each time it's moved. 781While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
750 782
751If the I<speed> is above 10.0 it goes straight through the creature it hits and 783If 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 784its 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 785stopped 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). 786put on its map square (if it didn't break, see description of the I<food> field).
755 787
756=item I<weight> <number> 788=item I<weight> <number>
757 789
758This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg) 790This 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. 791the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
971=item I<hp> <number> 1003=item I<hp> <number>
972 1004
973If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can 1005If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
974be used. 1006be used.
975 1007
976=item I<speed> <number> 1008=item I<speed> <float>
977 1009
978If I<speed> is set the creator will create an object periodically, 1010If 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 1011see I<speed> and I<speed_left> fields in the general object field description
980for more details. 1012for more details.
981 1013
986=item I<other_arch> <string> 1018=item I<other_arch> <string>
987 1019
988If the inventory of the creator is empty new objects will be derived from the 1020If the inventory of the creator is empty new objects will be derived from the
989archetype named by <string>. 1021archetype named by <string>.
990 1022
991=item I<connected> <number> 1023=item I<connected> <identifier>
992 1024
993See generic object field description. 1025See generic object field description.
1026
1027=back
1028
1029=head3 B<SKILL> - type 43 - Skills
1030
1031This type is basically for representing skills in the game.
1032
1033=over 4
1034
1035=item I<subtype> <skill number>
1036
1037=item I<skill> <string>
1038
1039The skill identifier used by other items, usually the skill name
1040
1041=item I<level> <percentage>
1042
1043not used?
1044
1045=item I<exp> <number>
1046
1047Base amount of experience in a skill, for skills not starting at zero.
1048
1049=item I<expmul> <float>
1050
1051Experience is multiplied by this factor.
1052
1053=item I<cached_sp> <integer>
1054
1055Used internally by the server (cannot be used in files).
994 1056
995=back 1057=back
996 1058
997=head3 B<DRINK> - type 54 - Drinkable stuff 1059=head3 B<DRINK> - type 54 - Drinkable stuff
998 1060
1045=item I<race> <string> 1107=item I<race> <string>
1046 1108
1047If this field is set the inventory checker will search for an object which 1109If this field is set the inventory checker will search for an object which
1048has the archetype name that matches <string>. 1110has the archetype name that matches <string>.
1049 1111
1050=item I<connected> <connection id> 1112=item I<connected> <identifier>
1051 1113
1052This is the connection that will be activated. The connection is 1114This is the connection that will be activated. The connection is
1053'pushed' when someone enters the space with the inventory checker, 1115'pushed' when someone enters the space with the inventory checker,
1054and it is 'released' when he leaves it. 1116and it is 'released' when he leaves it.
1055 1117
1056See also the description of the I<connected> field in the generic object field 1118See also the description of the I<connected> field in the generic object
1057section. 1119field section.
1058 1120
1059=back 1121=back
1060 1122
1061=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters 1123=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1062 1124
1095 1157
1096=item I<other_arch> <string> 1158=item I<other_arch> <string>
1097 1159
1098The archetype name of the objects that should be multiplied. 1160The archetype name of the objects that should be multiplied.
1099 1161
1100=item I<connected> <number> 1162=item I<connected> <identifier>
1101 1163
1102See generic object field description. 1164See generic object field description.
1103 1165
1104=back 1166=back
1105 1167
1123when the connection is activated. This field only has effect when the 1185when 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 1186connection 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 1187connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1126connection was triggered once. 1188connection was triggered once.
1127 1189
1128=item I<connected> <connection id> 1190=item I<connected> <identifier>
1129 1191
1130This is the connection id, which lets the hole opening or closing when 1192This 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 1193activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1132at which connection state the object is activated. 1194at which connection state the object is activated.
1133 1195

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