version 1.1 | | version 1.2 |
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The name in parantheses is the name as it should be used in the archetype | | The name in parantheses is the name as it should be used in the archetype |
file. | | file. |
=========================================================================== | | =========================================================================== |
| | Names (name, name_pl) |
| | |
| | If no 'name' field is specified in the object, it will use the name from |
| | the 'Object' field. |
| | |
| | The 'name_pl' field is the plural name for the object. This only needs |
| | to be set if there is the potential for the object to merge with others - |
| | for example, there is no reason for name_pl to be set for floors, buildings, |
| | etc, as they can not merge with other objects. Only objects that can |
| | be picked up really need a name_pl value. |
| | |
| | If name_pl is not set, this name defaults to the object->name value, |
| | which was either explicitly set or determined from the Object field. |
| | |
| | These name values are what the player sees for the name. As the player |
| | sees it, the name may have the title appended to it, and may also |
| | have other per type specific information added in (spell contained |
| | within the spellbook for example). |
| | |
| | ------------------------------------------------------------------------------ |
Types (type): | | Types (type): |
| | |
Specified in defines.h. It is used to group items together. A type only | | Specified in defines.h. It is used to group items together. A type only |
| | |
what default fields should be displayed in the attributes menu. | | what default fields should be displayed in the attributes menu. |
| | |
------------------------------------------------------------------------------ | | ------------------------------------------------------------------------------ |
| | Client Types (client_type): |
| | |
| | client type information in public information communicated to the client. |
| | Client type differes from the type in several ways: |
| | |
| | 1) It is more specific than the type information. |
| | 2) The numbers used for client type are more logically grouped (all armor |
| | related client_types are in the same range) |
| | 3) client type is does not have a functional component in the server - it |
| | only conveys information - the server does not determine what an object |
| | may or may not do based on this. At current time, the server does not |
| | even look at the client_type for any information. |
| | 4) The client_type can be used to hide the real time of an item. Eg, |
| | items of client_type poison should never be sent - client_type should |
| | instead by booze so difficult for the client to know what the item |
| | really is. similarly, special objects used in quests which appear |
| | as something else (eg, a key appearing as a shovel) can use the |
| | client type to have the type shown as the same category that |
| | shovels would be in. |
| | |
| | The client_type list below has large gaps - this is to allow future items |
| | to be grouped with items of similar type (Eg, if a new weapon type, |
| | say two-handed is added, it should be grouped with the weapons and not |
| | put at the end of the table). The entire point of the client_type information |
| | is to group the items together. |
| | |
| | In the list below, the number in parenthese corresponds to the number in |
| | define.h file. At the top of each group of items, the range is given. It is |
| | intentional in most cases to leave the first entry of a range blank - this |
| | gives room to place really important items of a type at the top. Note that |
| | only items the player may be able to pick up actually need types. |
| | |
| | Note in most cases, the artifact type items are at the top of a group listing. |
| | This is done for artifact items that already have a different face/name, |
| | such that the player already knows they are special anyways. |
| | |
| | client_type |
| | Client Type Notes |
| | 1-49 Specials - items that should be very noticable to the player. |
| | 1 bomb (47) |
| | 41 power crystal (156) |
| | |
| | 50-99 Containers - put near top to make things easier for the player. |
| | 51 container (122) |
| | 51 big containers - chests, sacks, etc. |
| | 55 small containers (pouches) |
| | 60 specialized containers (quivers, key rings) |
| | |
| | 100-149 hand held weapons |
| | 100 Artifact weapons (15) |
| | 101 edged weapons (sword, scimitar, etc) |
| | 106 axes |
| | 121 clubs |
| | 126 hammers |
| | 129 maces |
| | 136 pole arms |
| | 141 chained weapons |
| | 145 oddball weapons (magnify glass, stake, taifu, shovel, etc) |
| | |
| | 150-199 Ranged weapons & ammo: |
| | 150 artifact bows (14) |
| | 151 bow (14) |
| | 159 arrow (13) Group ammo with firing type |
| | 161 crossbow |
| | 165 bolts |
| | |
| | 250-399 Armor, shields, helms, etc. Give each subtype a group |
| | of 10 entries to further subdivide into. This is basically all |
| | equipable items not in another group. |
| | |
| | 250-259 Bodywear (mails - 16) - ordered roughly in order of value |
| | 250 Artifact/special |
| | 251 Dragonmail - enough of these to warrant their own type |
| | 252 plate mails |
| | 253 chain mail, scale mail, & ring mail |
| | 254 leather armor |
| | 255 dress |
| | 256 robes & tunics |
| | 257 aprons |
| | |
| | 260-269 Shields |
| | 260 artifact shields (33) |
| | 261 Shields (33) |
| | |
| | 270-279 Headwear (34) |
| | 270 artifact helmets (34) |
| | 271 Helmets (34) |
| | 272 turbans (34) |
| | 273 wigs (34) |
| | 275 eyeglasses (34) |
| | |
| | 280 artifact cloaks (87) |
| | 281 cloaks (87) |
| | |
| | 290 artifact boots (99) |
| | 291 boots (99) |
| | |
| | 300 artifact gloves (100) |
| | 301 gloves (100) |
| | 305 gauntlets (100) |
| | |
| | 310 artifact bracers (104) - god given |
| | 311 bracers (104) |
| | |
| | 321 girdle (113) |
| | 381 amulets (39) |
| | 390 artifact rings (70) |
| | 391 rings (70) |
| | |
| | 450-459 Skill objects - these are items that give you a skill, eg |
| | lockpicks, talismens, etc. |
| | 451 skill (43) |
| | 461 trap parts (76) |
| | |
| | 600-649 Food & alchemy related items. Flesh items double as both |
| | eatabls and used in alchemy. Thus, we include the |
| | inorganic items here so that most all the alchemy stuff |
| | is located in the same general place in the inventory. |
| | 601 Food (6) |
| | 611 Poison (7) |
| | 611 drink (54) |
| | 620 Flesh item (72) |
| | 622 corpse (157) Used for raise dead spells |
| | 624 flesh items, quasi food - dragon steak |
| | 625 flesh item - heads, eyes, tongues, teeth (72) |
| | 626 flesh item - legs, arms, hands, feet, fingers, etc. |
| | 627 flesh item - misc - ichors, scales, hearts, livers, skin (72) |
| | 628 flesh items - dusts |
| | 641 inorganic - raw (73) |
| | 642 inoranic - refined (true lead, mercury, etc) |
| | |
| | 650-699 Single use spell casting items (scrolls, potions, balms) |
| | 651 potion (5) |
| | 652 balms, dusts (5) |
| | 653 figurines (5) |
| | 661 scroll (111) |
| | |
| | 700-749 Ranged spell casting items |
| | 701 rod heavy (3) |
| | 701 rod light (3) |
| | 711 wand (109) |
| | 712 staff |
| | 721 horn (35) |
| | |
| | 800-849 Keys |
| | 801 normal key (24) |
| | 810 special key (21) (archetype) |
| | 811-839 special keys that maps can override the value into. In this |
| | way, all the special keys for a dungeon can be given the same |
| | client type so they group together. Note that the map needs |
| | to be modified to change the client_type of the keys to do this. |
| | |
| | 1000-1049 Readables |
| | 1001 mage Spellbook (85) |
| | 1002 cleric spellbooks (85) |
| | 1011 Armor improver (123) |
| | 1016 weapon improver (124) |
| | 1021 Skill scroll (130) |
| | 1041 Books & scrolls - information type objects (8) |
| | |
| | 1100-1149 Light emitting objects & lightables |
| | 1101 lighter (75) |
| | 1102 torch |
| | 1103 colored torches |
| | |
| | 2000-2049 Valuables - only real value is monetay |
| | 2001 money (36) |
| | 2005 gold nuggets |
| | 2011 gems (60) - this could be divided into more subtypes - probably better |
| | for artifact gems to have a different type than worry about sorting |
| | ruby, diamond, emerald, etc. |
| | 2030 Jewelery (60) - chalice, crystball |
| | |
| | |
| | 8000-8999 Misc - items of no specific use or can not easily be sorted. |
| | 8001 clock (9) |
| | 8002 furniture (15) - These can be used as weapons, but probably |
| | shouldn't be. |
| | 8003 ten kilo |
| | 8006 bagpipe (24) - this is type key, probably shouldn't make it that obvious |
| | 8011 gravestone (38) |
| | 8012 boulders |
| | 8013 pillars |
| | 8015 flowers |
| | 8020 ice cubes |
| | |
| | ------------------------------------------------------------------------------ |
| | |
Attack types (attacktype): | | Attack types (attacktype): |
| | |