[Crossfire-wiki] [Crossfire DokuWiki] page changed: dev:objects
no-reply_wiki at metalforge.org
no-reply_wiki at metalforge.org
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
--
This mail was generated by DokuWiki at
http://wiki.metalforge.net/
More information about the crossfire-wiki
mailing list