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Atrinik Server 2.5
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List of the object fields and their meaning.
| Name | Type | Details | Flags | Notes |
|---|---|---|---|---|
| below | object | Pointer to the object stacked below this one | (readonly) | |
| above | object | Pointer to the object stacked above this one Note: stacked in the *same* environment | (readonly) | |
| inv | object | Pointer to the first object in the inventory | (readonly) | |
| env | object | Pointer to the object which is the environment. This is typically the container that the object is in. If env == NULL then the object is on a map or in the nirvana. | (readonly) | |
| map | map | Pointer to the map in which this object is present | (readonly) | |
| name | string | The name of the object, obviously... | (player readonly) | |
| custom_name | string | Custom name assigned by player. | ||
| title | string | Of foo, etc | ||
| race | string | Human, goblin, dragon, etc | ||
| slaying | string | Which race to do double damage to. If this is an exit, this is the filename | ||
| msg | string | If this is a book/sign/magic mouth/etc | ||
| artifact | string | Artifact name that was applied to this object by give_artifact_abilities(). | ||
| weight | integer | Attributes of the object - the weight | ||
| count | integer | Unique object number for this object | (readonly) | |
| weight_limit | integer | Weight-limit of object - player and container should have this... perhaps we can substitute it? | ||
| carrying | integer | How much weight this object contains (of objects in inv). This is not copied by memcpy(), since the memcpy() doesn't actually copy over the inventory either, so it would create bogus carrying weight in some cases. | ||
| path_attuned | integer | Paths the object is attuned to | ||
| path_repelled | integer | Paths the object is repelled from | ||
| path_denied | integer | Paths the object is denied access to | ||
| value | integer | How much money it is worth (or contains) | ||
| nrof | integer | How many of the objects | ||
| enemy | object | Monster/player to follow even if not closest | (player readonly) | |
| attacked_by | object | This object starts to attack us! Only player & monster | (readonly) | |
| owner | object | Pointer to the object which controls this one. Owner should not be referred to directly - get_owner() should be used instead. | (readonly) | |
| x | integer | X position in the map for this object | (readonly) | |
| y | integer | Y position in the map for this object | (readonly) | |
| attacked_by_distance | integer | Needed to target the nearest enemy | ||
| last_damage | integer | The damage sent with map2 | ||
| terrain_type | integer | type flags for different environment (tile is under water, firewalk,...) A object which can be applied GIVES this terrain flags to his owner | ||
| terrain_flag | integer | The object can move over/is unaffected from this terrain type | ||
| material | integer | What materials this object consists of | ||
| material_real | integer | This holds the real material value like what kind of steel | ||
| last_heal | integer | Last healed. Depends on constitution | ||
| last_sp | integer | As last_heal, but for spell points | ||
| last_grace | integer | as last_sp, except for grace | ||
| last_eat | integer | How long since we last ate | ||
| magic | integer | Any magical bonuses to this item | ||
| state | integer | How the object was last drawn (animation) | ||
| level | integer | the level of this object (most used for mobs & player) | (player readonly) | |
| direction | integer | Means the object is moving that way. | ||
| facing | integer | Object is oriented/facing that way. | ||
| quick_pos | integer | quick pos is 0 for single arch, xxxx0000 for a head or x/y offset packed to 4 bits for a tail warning: change this when include > 15x15 monster | ||
| quickslot | integer | Quickslot ID this object goes in | (readonly) | |
| type | integer | PLAYER, BULLET, etc. See define.h | ||
| sub_type | integer | Sub type definition - this will be sent to client too | ||
| item_quality | integer | Quality of an item in range from 0-100 | ||
| item_condition | integer | Condition of repair of an item - from 0 to 100% item_quality | ||
| item_race | integer | Item crafted from race x. "orcish xxx", "dwarven xxxx" | ||
| item_level | integer | Level needed to use or apply this item | ||
| item_skill | integer | if set and item_level, item_level in this skill is needed | ||
| glow_radius | integer | Object is a light source | ||
| move_status | integer | What stage in attack mode | ||
| move_type | integer | What kind of movement | ||
| anim_enemy_dir | integer | special shadow variable: show dir to targeted enemy | ||
| anim_moving_dir | integer | sic: shows moving dir or -1 when object do something else | ||
| anim_enemy_dir_last | integer | if we change facing in movement, we must test for update the anim | ||
| anim_moving_dir_last | integer | sic: | ||
| anim_last_facing | integer | The last direction this monster was facing | ||
| anim_last_facing_last | integer | The last direction this monster was facing backbuffer | ||
| anim_speed | integer | Animation speed in ticks | ||
| last_anim | integer | Ticks between animation-frames | ||
| behavior | integer | Various behavior flags. | ||
| run_away | integer | Monster runs away if its hp goes below this percentage. | ||
| layer | integer | the layer in a map, this object will be sorted in | ||
| speed | float | The overall speed of this object | (player readonly) | |
| speed_left | float | How much speed is left to spend this round | ||
| weapon_speed | float | new weapon speed system. swing of weapon | ||
| weapon_speed_left | float | Weapon speed left | ||
| weapon_speed_add | float | Weapon speed add | ||
| exp | integer | Experience. | ||
| hp | integer | Hit points. | ||
| maxhp | integer | Max hit points. | (player readonly) | |
| sp | integer | Spell points. Used to cast mage spells. | ||
| maxsp | integer | Max spell points. | (player readonly) | |
| grace | integer | Grace. Used to invoke clerical prayers. | ||
| maxgrace | integer | Max grace. | (player readonly) | |
| food | integer | How much food in stomach. 0 = starved. | ||
| dam | integer | How much damage this object does when hitting. | (player readonly) | |
| wc | integer | Weapon class. | (player readonly) | |
| ac | integer | Armour class. | (player readonly) | |
| wc_range | integer | Random value range we add to wc value of attacker: wc + (random() % wc_range). If it's higher than defender's AC then we can hit our enemy. | ||
| Str | integer | Strength. | (player fix) | |
| Dex | integer | Dexterity. | (player fix) | |
| Con | integer | Constitution. | (player fix) | |
| Wis | integer | Wisdom. | (player fix) | |
| Cha | integer | Charisma. | (player fix) | |
| Int | integer | Intelligence. | (player fix) | |
| Pow | integer | Power. | (player fix) | |
| arch | archetype | Pointer to archetype | ||
| z | integer | Z-Position in the map (in pixels) for this object. For floor (layer 1), this makes the client use tile stretching. All other objects get Y position (height) adjustment on the map (100 = the object moves 100 pixels further to the top, -50 = the object moves 50 pixels to the bottom). | ||
| zoom | integer | How much to zoom the object. 0 = 100 = 100% zoom of the object, which means the original (no actual zooming is done). 50 = 50% of the original object's size, 200 = 200% of the original object's size. | ||
| rotate | integer | Object's rotation value in degrees. | ||
| align | integer | X align of the object on the actual map. Similar to object::z, a value of 100 = object is moved 100 pixels to the right, -50 and the object is moved 50 pixels to the left. | ||
| alpha | integer | Object's alpha value. | ||
| face | face | Struct pointer to the 'face' - the picture(s) | Returns the object's face in a tuple containing the face name as string, and the face ID as integer. There are a few different ways to set object's face. You can use the face name (obj.face = "eyes.101"), the ID (obj.face = 1000), or the tuple returned by a previous call to obj.face. | |
| animation | animation | An index into the animation array | Returns the object's animation in a tuple containing the animation name as string, and the animation ID as integer. There are a few different ways to set object's animation. You can use the animation name (obj.animation = "raas"), the ID (obj.animation = 100), or the tuple returned by a previous call to obj.animation. | |
| inv_animation | animation | An index into the animation array for the client inv | See notes for object's animation. |
1.7.4