[Crossfire-wiki] [Crossfire DokuWiki] page changed: dev:objects

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Fri Dec 1 06:05:38 CST 2006


A page in your DokuWiki was added or changed. Here are the details:

Date        : 2006/12/01 06:05
User        : ryo
Edit Summary: format

@@ -472,208 +472,150 @@
  
  If your not sure, drop a mail to the crossfire developers list.
  
  If there is a header file that contains all the other information related to the object type, the subtype should be defined there.  Otherwise, subtypes should be defined in define.h.  The subtype definitions should include be prefixed by what they are a subtype for.  Eg, SKILL_SMITHERY, SKILL_JEWELER, etc, and not just SMITHERY and JEWELER.  It is acceptable to abbreviate the prefix if it is very long.
+ 
  
  ===== 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 info 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 type 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 or apply 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.
+ Client type information in public information communicated to the client. Client type differes from the type in several ways:
  
- 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)
+   - It is more specific than the type information.
+   - The numbers used for client type are more logically grouped (all armor related client_types are in the same range)
+   - client type info 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.
+   - The client_type can be used to hide the real type 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.
  
- 1100-1149	Light emitting objects & lightables
- 1101		lighter (75)
- 1102		torch 
- 1103		colored torches
+ 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.
  
- 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
+ In the list below, the number in parentheses 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 or apply 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.
  
- 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
- 8021        transforming items
+ ^ 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) |
+ | //280-400//	| //Misc// |
+ | 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 eatable 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 monetary ^
+ | 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 |
+ | 8021		| transforming items |
+ ^ 25000-25999	^ Non-inventory items, stuff stuck to the floor, that can be applied. ^
+ | 25011		| Town portal (66) |
+ | 25012		| Exits, doors, buildings - much more mundane exits (66). Note to arch writers; only need to set the client_type on the head (this is the case for all other properties as well). |
+ | 25021		| Ordinary signs (98), Shop Inventory (150) |
+ | 25031		| Imperial Post Office postboxes |
+ | 25041		| Slot machines |
+ | 25042		| Trigger (27), levers (93) |
+ | 25091		| Bed to reality (106) |
  
- 25000-25999	Non-inventory items, stuff stuck to the floor, that can be applied.
- 25011		Town portal (66)
- 25012		Exits, doors, buildings - much more mundane exits (66)
- 		Note to arch writers; only need to set the client_type on
- 		the head (this is the case for all other properties as
- 		well).
- 25021		Ordinary signs (98), Shop Inventory (150)
- 25031		Imperial Post Office postboxes
- 25041		Slot machines
- 25042		Trigger (27), levers (93)
- 25091		Bed to reality (106)
-  
  ===== editable field (editable) =====
  
  Editable sole meaning is for crossedit.  Crossedit uses editable to determine
  what menu(s) the item should appear in.  Crossfire does not use it at all.


IP-Address  : 213.174.127.3
Old Revision: http://wiki.metalforge.net/doku.php/dev:objects?rev=1164973576
New Revision: http://wiki.metalforge.net/doku.php/dev:objects

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