Difference for doc/Developers/objects from version 1.1 to 1.2


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
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 what default fields should be displayed in the attributes menu.  what default fields should be displayed in the attributes menu.
   
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   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):
   


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