TYPEDEF

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Revision as of 01:49, 20 October 2010 by RanXerox (talk | contribs) (Added a table of built-in itemdefs and some of their basic properties (moved from Taran's chapter 3 article...))
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Type definitions are the equivalent of EVENTS that can be attached to items. There are different properties that can be used to attach a type block to an item or set of items:


In addition to handling triggers, type definitions can also be used to define different types of terrain. This can be used to affect the return value of the TYPE property on map points, or for some hardcoded types such as t_rock it can be used to define which terrain IDs Sphere should consider to be rock when the mining skill is used.

Built-in Types

The built-in types are all listed in the sphere_defs.scp file. The table below only lists some of the built-in types and it is VERY weak on actual details...so use with care.

DEFNAME Number Description
t_normal 0 No built-in behavior.
t_container 1 MORE = UID of this container's key if it has one

LINK = UID of the key also

t_container_locked 2 MORE = UID of this container's key

LINK=UID of the key1

t_door 3 MORE = UID of the key
t_door_locked 4 MORE = UID of the key
t_key 5 MORE = UID of the item this key can unlock

LINK = Usually the UID of a multi (house), etc, but can also be the UID of a door
Note: Keys and doors are very odd. If both a key and a door contain the same multi UID in either MORE or LINK, the key will open the door. This is how there can be multiple doors in one house using a single key. You can also have different UIDs stored in MORE and LINK so a single key will open more than one door.

t_light_lit 6 MOREY = number of charges before it disappears

MOREZ = type of light sphere

t_light_out 7 MOREY = number of charges before it disappears

MOREZ = type of light sphere

t_food 8 MORE = ID of the item it makes when cooked (i_unused if none)

MOREM = Is the amount (0 to 127) of "food units" that will be gained when the item is used.

t_food_raw 9 MORE = ID of the item it makes when cooked (i_unused if none)
t_armor 10 MORE1L = max hitpoints

MORE1H = current hitpoints
MOREY = armor bonus (percentage) if ATTR & attr_magic

t_weapon_mace_smith 11 MORE1L = max hitpoints

MORE1H = current hitpoints
MOREY = attack bonus (percentage) if ATTR & attr_magic
The following overrides can be set on a per item basis:

  • TAG.OVERRIDE.DAMAGETYPE = can be used on a per item basis to override the types of damage this weapon does.
  • TAG.OVERRIDE.SOUND_HIT = can be used on a per item basis to override the sound this weapon makes when it hits.
  • TAG.OVERRIDE.SOUND_MISS = can be used on a per item basis to override the sound this weapon makes when it misses.
t_weapon_mace_sharp 12 MORE1L = max hitpoints

MORE1H = current hitpoints
MOREY = attack bonus (percentage) if ATTR & attr_magic
The following overrides can be set on a per item basis:

  • TAG.OVERRIDE.DAMAGETYPE = can be used on a per item basis to override the types of damage this weapon does.
  • TAG.OVERRIDE.SOUND_HIT = can be used on a per item basis to override the sound this weapon makes when it hits.
  • TAG.OVERRIDE.SOUND_MISS = can be used on a per item basis to override the sound this weapon makes when it misses.
t_weapon_sword 13 MORE1L = max hitpoints

MORE1H = current hitpoints
MOREY = attack bonus (percentage) if ATTR & attr_magic
The following overrides can be set on a per item basis:

  • TAG.OVERRIDE.DAMAGETYPE = can be used on a per item basis to override the types of damage this weapon does.
  • TAG.OVERRIDE.SOUND_HIT = can be used on a per item basis to override the sound this weapon makes when it hits.
  • TAG.OVERRIDE.SOUND_MISS = can be used on a per item basis to override the sound this weapon makes when it misses.
t_weapon_fence 14 MORE1L = max hitpoints

MORE1H = current hitpoints
MOREY = attack bonus (percentage) if ATTR & attr_magic
The following overrides can be set on a per item basis:

  • TAG.OVERRIDE.DAMAGETYPE = can be used on a per item basis to override the types of damage this weapon does.
  • TAG.OVERRIDE.SOUND_HIT = can be used on a per item basis to override the sound this weapon makes when it hits.
  • TAG.OVERRIDE.SOUND_MISS = can be used on a per item basis to override the sound this weapon makes when it misses.
t_weapon_bow 15 MORE1L = max hitpoints

MORE1H = current hitpoints
MOREY = attack bonus (percentage) if ATTR & attr_magic
TDATA3 = ID of arrow item (what does it consume on a shot?)
TDATA4 = ID of the arrow animation (usually i_arrow_x)
The following overrides can be set on a per item basis:

  • TAG.OVERRIDE.DAMAGETYPE = to override the types of damage this weapon does.
  • TAG.OVERRIDE.SOUND_HIT = to override the sound this weapon makes when it hits.
  • TAG.OVERRIDE.SOUND_MISS = to override the sound this weapon makes when it misses.
  • TAG.OVERRIDE.AMMOTYPE = to override the type of ammo (TDATA3) this item uses.
  • TAG.OVERRIDE.AMMOANIM = to override the ammo animation (TDATA4) this item uses.
  • TAG.OVERRIDE.AMMOANIMHUE = to override the color of the ammo animation this item uses.
t_wand 16 MORE1L = max hitpoints

MORE1H = current hitpoints
MORE2 = max charges
MOREX = spell to cast when double-clicked
MOREY = skill with which to cast the spell (100.0 = 1000)

t_telepad 17 MOREP = coordinates of the point to which you will teleport when you step on the item
t_switch 18 LINK = UID of item to trigger

(When you double-click the switch item, it will also pretend like you double-clicked the LINK item. If you link it to a door, it will open the door.)

...
t_fire 23 Will burn you when stepped on

TIMER = time until it decays

...
t_scroll 32 MOREX = spell to cast when double-clicked
...
t_shrine 38 Will resurrect a ghost when double-clicked
t_moongate 39 MOREP = The coordinates that the moongate leads to
...
t_ore 42 Can be smelted on a forge into something else

TDATA1 = ID of item created when the ore is smelted (usually an ingot)

...
t_tree 44 Can be chopped for wood

FRUIT = item gathered if double-clicked

...
t_deed 115 sphereitem_multis.scp
...
t_eq_script 176 This item can have tags and is equippable. Possibly used for memory objects that leverage @Equip and @UnEquip triggers.
...
t_script 183 This item can have tags, but is NOT equippable.

Scripted TYPEDEFs

DEFNAME File Description
t_advance_gate  ??.scp MORE = ID of character to change into

Syntax

The syntax for defining a type is:


[TYPEDEF defname]
TERRAIN=id
TERRAIN=start_id, end_id

ON=trigger_name
    script

ON=trigger_name
    script


Any number of triggers can be handled by one TYPEDEF definition, however it is not possible to handle the same trigger twice without using multiple definitions.


The trigger name can be the name of any item trigger. The return value from the script can affect Sphere's hardcoded behaviour in different ways. See the documentation for the trigger to discover what parameters are passed in to each trigger and what the return values do.


Note: If the defname matches any of Sphere's hardcoded types (see 'typedefs' block in sphere_defs.scp), then the TYPEDEF can be used to override the behaviours of items of that type.


Examples

//
// Water definition from default script pack.
//
[TYPEDEF t_water]
TERRAIN = 0a8	0ab
TERRAIN = 0136	0137
//
// Makes an item speak when double clicked.
//
[TYPEDEF t_exampletype]
ON=@DClick
    SAY I have been double clicked!
    RETURN 2