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Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.4 by elmex, Mon Dec 18 16:53:04 2006 UTC vs.
Revision 1.6 by elmex, Tue Dec 19 15:30:01 2006 UTC

114=item auto_apply (0|1) 114=item auto_apply (0|1)
115 115
116Sets the flag FLAG_AUTO_APPLY. 116Sets the flag FLAG_AUTO_APPLY.
117See Flags section below. 117See Flags section below.
118 118
119=item activate_on_push (0|1) (default: 1)
120
121Sets the flag FLAG_ACTIVATE_ON_PUSH.
122See Flags section below.
123
124=item activate_on_release (0|1) (default: 1)
125
126Sets the flag FLAG_ACTIVATE_ON_RELEASE.
127See Flags section below.
128
119=item editable (more than deprecated) 129=item editable (more than deprecated)
120 130
121This field had a special meaning for crossedit, which used parts 131This field had a special meaning for crossedit, which used parts
122of the server code for editing. Wherever you see this attribute being 132of the server code for editing. Wherever you see this attribute being
123set in an archetype ignore it and/or remove it. No code interprets this 133set in an archetype ignore it and/or remove it. No code interprets this
162or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 172or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
163 173
164=item FLAG_AUTO_APPLY 174=item FLAG_AUTO_APPLY
165 175
166This flag has currently only meaning for the TREASURE type, see below. 176This flag has currently only meaning for the TREASURE type, see below.
177
178=item FLAG_ACTIVATE_ON_PUSH
179
180This flag has only meaning for objects that can be linked together
181with the 'connected' field and controls wether the object should
182be activated when the connection is 'pushed' or it is 'released'.
183
184This flag is by default on.
185
186=item FLAG_ACTIVATE_ON_RELEASE
187
188This flag has only meaning for objects that can be linked together
189with the 'connected' field and controls wether the object should
190be activated when the connection is 'pushed' or it is 'released'.
191
192This flag is by default on.
167 193
168=back 194=back
169 195
170=head2 Description of type specific attributes 196=head2 Description of type specific attributes
171 197
478 FLAG_XRAYS 504 FLAG_XRAYS
479 FLAG_BLIND 505 FLAG_BLIND
480 FLAG_SEE_IN_DARK 506 FLAG_SEE_IN_DARK
481 FLAG_UNDEAD 507 FLAG_UNDEAD
482 508
509=head3 CHECK_INV - type 64 - Inventory checkers
510
511This object checks whether the player has a specific item in his
512inventory when he moves above the inventory checker. If the player has
513the item (or not, which can be controlled with a flag) a connection will be triggered.
514
515If you set move_block you can deny players and monsters to reach the space where
516the inventory checker is on, see 'move_block' description below.
517
518The conditions specified by hp, slaying and race are concationated with OR.
519So matching one of those conditions is enough.
520
521=over 4
522
523=item move_block <move type bitmask>
524
525If you set this field to block a movetype the move code will block any moves
526onto the space with the inventory checker, IF the moving object doesn't have
527(or has - if last_sp = 0) the item that the checker is searching for.
528
529=item last_sp (0|1)
530
531If last_sp is 1 'having' the item that is being checked for will
532activate the connection or make the space with the checker non-blocking.
533If last_sp is 0 'not having' the item will activate the connection
534or make the space with the checker non-blocking.
535
536=item last_heal (0|1)
537
538If last_heal is 1 the matching item will be removed if the inventory checker
539activates a connection and finds the item in the inventory.
540
541(A inventory checker that blocks a space won't remove anything from inventories)
542
543=item hp <number>
544
545If this field is not 0 the inventory checker will search for an object
546with the type id <number>.
547
548=item slaying <string>
549
550If this field is set the inventory checker will search for an object that
551has the same string in the slaying field (for example a key string of a key).
552
553=item race <string>
554
555If this field is set the inventory checker will search for an object which
556has the archetype name that matches <string>.
557
558=item connected <connection id>
559
560This is the connection that will be activated.
561
562=back
563
564=head3 HOLE - type 94 - Holes
565
566Holes are holes in the ground where objects can fall through. When the hole
567opens and/or is completly open all objects above it fall through (more
568precisely: if their head is above the hole).
569
570Trapdoors can only transfer the one who falls through to other coordinates
571on the B<same> map.
572
573=over 4
574
575=item maxsp (0|1)
576
577This field negates the state of the connection: When maxsp is 1 the pit will
578open/close when the connection is deactivated. Otherwise it will open/close
579when the connection is activated. This field only has effect when the
580connection is triggered. So if you put a closed hole on a map, and the
581connection is deactivated, and maxsp is 1 the hole will remain closed until the
582connection was triggered once.
583
584=item connected <connection id>
585
586This is the connection id, which lets the hole opening or closing when
587activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
588at which connection state the object is activated.
589
590For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
591the connection is released.
592
593=item wc <number> (internal)
594
595This is an internal flag. If it is greater than 0 it means that the hole is not
596yet fully open. More preciesly: this field is the animation-step and if it is
597set to the 'closed' step of the animation the hole is closed and if it is on
598the 'open' animation step (wc = 0), the hole is open.
599
600=item sp <number>
601
602The destination y coordinates on the same map.
603
604=item hp <number>
605
606The destination x coordinates on the same map.
607
608=back
609
483=head3 FORCE - type 114 - Forces 610=head3 FORCE - type 114 - Forces
484 611
485Forces are a very 'thin' type. They don't have much behaviour other than 612Forces 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. 613disappearing after a time and/or affecting the player if they are in his
614inventory.
487 615
488Forces only take effect on the player if they have set FLAG_APPLIED. 616Forces only take effect on the player if they have set FLAG_APPLIED.
489 617
490Whether the duration field is processed or not a tick is controlled via the 618Whether 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 619speed and speed_left field. Look above at the generic description of these
493 621
494=over 4 622=over 4
495 623
496=item duration 624=item duration
497 625
498While this field is greater than 0 the force/object is not destroyed. 626While this field is greater than 0 the force/object is not destroyed. It is
499It is decreased each tick by 1. 627decreased each tick by 1.
500 628
501If it reaches 0 the force/object is destroyed. 629If it reaches 0 the force/object is destroyed.
502 630
503This field can have this meaning for B<any> object if that object has 631This 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 632FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
506 634
507=back 635=back
508 636
509=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 637=head3 POTION_EFFECT - type 115 - Potion effects (resistancies)
510 638
511This object is generated by the POTION code when the potion is a 639This object is generated by the POTION code when the potion is a resistance
512resistance giving potion. It has mainly the same behaviour as a FORCE. 640giving potion. It has mainly the same behaviour as a FORCE.
513 641
514The specialty of the potion effect is that the resistancy it gives is absolute, 642The 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. 643so if you drin a resistancy potion of fire+60 you will get 60% resistancy to
644fire.
516 645
517Multiple potion effects only give you the maximum of their resistancy. 646Multiple potion effects only give you the maximum of their resistancy.

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