Object types.
Detailed Description
Only add new values to this list if somewhere in the program code, it is actually needed. Just because you add a new monster does not mean it has to have a type defined here. That only needs to happen if in some .c file, it needs to do certain special actions based on the monster type, that can not be handled by any of the numerous flags. Also, if you add new entries, try and fill up the holes in this list. Additionally, when you add a new entry, include it in the table in
common/item.c
type 0 is undefined and indicates non-valid type information.
Define Documentation
#define ARMOUR_IMPROVER 123 |
Generic item builder, see subtypes below
Definition at line 298 of file define.h.
Eneq((at)csd.uu.se): Id for close_container archetype.
Definition at line 270 of file define.h.
peterm: detector is an object which notices the presense of another object and is triggered like buttons.
See Detector
Definition at line 169 of file define.h.
Lauwenmark: an invisible object holding a plugin event hook
See Event
Definition at line 268 of file define.h.
This is basically obsolete now. It used to contain experience for broad skill categories. This value is now automatically converted at load time.
Definition at line 157 of file define.h.
Floor tile -> native layer 0
Definition at line 209 of file define.h.
#define IDENTIFY_ALTAR 139 |
inserts an invisible, weightless force into a player with a specified string.
See Marker
Definition at line 178 of file define.h.
Material for building
Definition at line 300 of file define.h.
misc. objects are for objects without a function in the engine. Like statues, clocks, chairs... If perhaps we create a function where we can sit on chairs, we create a new type and remove all chairs from here.
Definition at line 223 of file define.h.
A real, living creature
Definition at line 230 of file define.h.
b.t. thomas@nomad.astro.psu.edu values of last_sp set how to change: 0 = furious, all monsters become aggressive 1 = angry, all but friendly become aggressive 2 = calm, all aggressive monsters calm down 3 = sleep, all monsters fall asleep 4 = charm, monsters become pets
See Mood Floor
Definition at line 193 of file define.h.
#define OBJECT_TYPE_MAX 162 |
Update if you add new types
Definition at line 302 of file define.h.
Object owned by a player which can convert a monster into a peaceful being incapable of attack.
Definition at line 185 of file define.h.
#define PLAYER_CHANGER 57 |
#define POTION_EFFECT 115 |
A force, holding the effect of a potion
Definition at line 266 of file define.h.
#define SHOP_INVENTORY 150 |
Allows the use of a skill
Definition at line 212 of file define.h.
inserts an invisible, weightless force into a player with a specified string WHEN TRIGGERED.
See Trigger Marker
Definition at line 173 of file define.h.
#define TRIGGER_PEDESTAL 32 |
Wall. Put it always in layer 1 if not set is_floor
Definition at line 220 of file define.h.
#define WEAPON_IMPROVER 124 |