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Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.8 by elmex, Tue Dec 19 22:21:15 2006 UTC vs.
Revision 1.12 by elmex, Wed Dec 20 11:20:50 2006 UTC

123=item no_steal (0|1) 123=item no_steal (0|1)
124 124
125Sets the flag FLAG_NO_STEAL. 125Sets the flag FLAG_NO_STEAL.
126See Flags section below. 126See Flags section below.
127 127
128=item reflecting (0|1)
129
130Sets the flag FLAG_REFLECTING.
131See Flags section below.
132
133=item reflect_spell (0|1)
134
135Sets the flag FLAG_REFL_SPELL.
136See Flags section below.
137
138=item no_skill_ident (0|1)
139
140Sets the flag FLAG_NO_SKILL_IDENT.
141See Flags section below.
142
128=item activate_on_push (0|1) (default: 1) 143=item activate_on_push (0|1) (default: 1)
129 144
130Sets the flag FLAG_ACTIVATE_ON_PUSH. 145Sets the flag FLAG_ACTIVATE_ON_PUSH.
131See Flags section below. 146See Flags section below.
132 147
205When this flag is set this object can't be stolen. The flag will be 220When this flag is set this object can't be stolen. The flag will be
206resetted once the object is placed on a map. 221resetted once the object is placed on a map.
207 222
208When this flag is set on a monster it can defent attempts of stealing 223When this flag is set on a monster it can defent attempts of stealing
209(but in this context the flag is only used internally). 224(but in this context the flag is only used internally).
225
226=item FLAG_NO_SKILL_IDENT
227
228This flag is mostly used internal and prevents unidentified objects
229(objects which don't have FLAG_IDENTIFIED set) being identified by
230skills.
231
232This flag is used to mark objects to never being identified by a skill
233once a player failed to identify an object. So that multiple tries
234of identifying aren't more effective than one.
235
236=item FLAG_REFLECTING
237
238This flag is used by spell effects (eg. SP_BOLT), THROWN_OBJ and ARROW
239to indicate whether this object reflects off walls.
240
241=item FLAG_REFL_SPELL
242
243This flag indicates whether something reflects spells, like spell reflecting
244amuletts.
210 245
211=back 246=back
212 247
213=head2 Description of type specific attributes 248=head2 Description of type specific attributes
214 249
449=item on_use_yield <archetype> 484=item on_use_yield <archetype>
450 485
451When this object is applied an instance of <archetype> will be created. 486When this object is applied an instance of <archetype> will be created.
452 487
453=back 488=back
489
490=head3 BOOK - type 8 - Readable books
491
492This type is basically for representing text books in the game.
493
494Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
495
496=over 4
497
498=item msg <text>
499
500This is the contents of the book. When this field is unset
501at treasure generation a random text will be inserted.
502
503=item skill <skill name>
504
505The skill required to read this book. (The most resonable
506skill would be literacy).
507
508=item exp <number>
509
510The experience points the player get for reading this book.
511
512=item subtype <readable subtype>
513
514This field determines the type of the readable.
515Please see common/readable.C in the readable_message_types table.
516
517=back
518
519=head3 CLOCK - type 9 - Clocks
520
521This type of objects just display the time when being applied.
522
523=head3 LIGHTNING - type 12 - Lightnings (DEPRECATED, see SPELL_EFFECT subtype SP_BOLT)
524
525This is a spell effect of a moving bolt. It moves straigt forward
526through the map until something blocks it.
527If FLAG_REFLECTING is set it even reflects on walls.
528
529FLAG_IS_TURNABLE should be set on these objects.
530
531=over 4
532
533=item move_type <movetype>
534
535This field affects the move type with which the lightning moves through
536the map and which map cells will reflect or block it.
537
538=item attacktype <attacktype>
539
540The attacktype with which it hits the objects on the map.
541
542=item dam <number>
543
544The damage this bolt inflicts when it hits objects on the map.
545
546=item Dex <number>
547
548This is the fork percentage, it is reduced by 10 per fork.
549And the damage is halved on each fork.
550
551=item Con <number>
552
553This value is a percentage of which the forking lightning
554is deflected to the left. This value should be mostly used internally.
555
556=item duration <number>
557
558The duration the bolt stays on a map cell. This field is decreased each time
559the object is processed (see the meaning of speed and speed_left fields in
560the object general description).
561
562=item range <number>
563
564This is the range of the bolt, each space it advances this field is decreased.
565
566=back
567
454 568
455=head3 WEAPON - type 15 - Weapons 569=head3 WEAPON - type 15 - Weapons
456 570
457This type is for general hack and slash weapons like swords, maces 571This type is for general hack and slash weapons like swords, maces
458and daggers and and .... 572and daggers and and ....
596 FLAG_XRAYS 710 FLAG_XRAYS
597 FLAG_BLIND 711 FLAG_BLIND
598 FLAG_SEE_IN_DARK 712 FLAG_SEE_IN_DARK
599 FLAG_UNDEAD 713 FLAG_UNDEAD
600 714
715=head3 GRIMREAPER - type 28 - Grimreapers
716
717These type are mostly used for monsters, they give the
718monster the ability to dissapear after 10 hits with AT_DRAIN.
719
720=over 4
721
722=item value <number>
723
724This field stores the hits the monster did yet.
725
726=back
727
601=head3 DRINK - type 54 - Drinkable stuff 728=head3 DRINK - type 54 - Drinkable stuff
602 729
603See FOOD description. 730See FOOD description.
604 731
605=head3 CHECK_INV - type 64 - Inventory checkers 732=head3 CHECK_INV - type 64 - Inventory checkers
658=back 785=back
659 786
660=head3 FLESH - type 72 - Organs and body parts 787=head3 FLESH - type 72 - Organs and body parts
661 788
662See FOOD description. 789See FOOD description.
790
791=head3 MISC_OBJECT - type 79 - Misc. objects
792
793A type for any object that has no special behaviour.
794
795=head3 MONSTER - type 80 - Monsters
796
797This is the main type for monsters. This type does almost
798nothing except taking care of animations a bit.
799
800The special behaviour of a monster is given to an object by FLAG_MONSTER and
801FLAG_ALIVE, please consult the section about flags above in the general object
802section.
663 803
664=head3 HOLE - type 94 - Holes 804=head3 HOLE - type 94 - Holes
665 805
666Holes are holes in the ground where objects can fall through. When the hole 806Holes are holes in the ground where objects can fall through. When the hole
667opens and/or is completly open all objects above it fall through (more 807opens and/or is completly open all objects above it fall through (more

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