Difference between revisions of "TYPEDEF"
m (→Built-in Types: Syntax cleanup) |
(→Built-in Types: Added t_crops, t_seed, t_foliage, t_fruit...) |
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* MORE = ID of the item it makes when cooked (i_unused if none) | * 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 (eaten) | * MOREM = Is the amount (0 to 127) of "food units" that will be gained when the item is used (eaten) | ||
+ | * MOREZ = Is the poison level of the fruit | ||
|- | |- | ||
| t_food_raw || 9 || This type is used for ''raw'' food. It leverages the following properties: | | t_food_raw || 9 || This type is used for ''raw'' food. It leverages the following properties: | ||
Line 150: | Line 151: | ||
FRUIT = ID of item gathered if double-clicked (usually logs) | FRUIT = ID of item gathered if double-clicked (usually logs) | ||
|- | |- | ||
− | | ... || 45-114 || FIXME!!! | + | | ... || 45-64 || FIXME!!! |
− | |- | + | |- |
+ | | t_crops || 65 || This type is used to grow plants that likely bear fruit. Double clicking a t_crop item will harvest the fruit if it is ripe. It leverages the following properties: | ||
+ | * MORE1 = Time in seconds before this item will grow to the next stage (this overrides the default server defined number) | ||
+ | * TDATA1 = Is the ID of the first stage of the crop (the sprout) | ||
+ | * TDATA2 = Is the ID of the next stage of the crop (or zero if this is the final mature crop which will bear the fruit) | ||
+ | * TDATA3 = Is the ID of the fruit that this plant will grow and should only be set on the ''ripe'' plant | ||
+ | '''Note''' This type has unusual TIMER behavior in that regardless of the ATTR flags, the timer will restart when it reaches zero. | ||
+ | |- | ||
+ | | ... || 66-84 || FIXME!!! | ||
+ | |- | ||
+ | | t_seed || 84 || This type is used for seeds. A seed can be created by using a dagger on a fruit (assuming the fruit is setup to have a seed.) A seed can be planted by double clicking it and targeting the ground (specifically t_dirt items). It leverages the following properties: | ||
+ | * TDATA1 = The ID of a t_crop item that will grow the fruit that this seed comes from | ||
+ | |- | ||
+ | | ... || 85-114 || FIXME!!! | ||
+ | |- | ||
| t_deed || 115 || This type is used to create something else when double clicked. It is perhaps the best solution for a player to place a ''multi'' part item like a house. When double clicked, it will prompt for a target location. It leverages the following properties: | | t_deed || 115 || This type is used to create something else when double clicked. It is perhaps the best solution for a player to place a ''multi'' part item like a house. When double clicked, it will prompt for a target location. It leverages the following properties: | ||
− | * MORE = The ID of the item that will be created at the target location. | + | * MORE = The ID of the item that will be created at the target location |
− | |- | + | |- |
− | | ... || | + | | ... || 116-128 || FIXME!!! |
+ | |- | ||
+ | | t_fruit || 129 || This type is used for fruit. When double clicked, fruit will be eaten. Fruit can be grown from crops (t_crop). It leverages the following properties: | ||
+ | * TDATA1 = The ID of a t_crop item that this fruit comes from (If not set, this fruit may not have a seed, use zero to be certain) | ||
+ | * MOREM = Is the amount (0 to 127) of "food units" that will be gained when the item is used (eaten) | ||
+ | * MOREZ = Is the poison level of the fruit | ||
+ | |- | ||
+ | | ... || 130-144 || FIXME!!! | ||
+ | |- | ||
+ | | t_foliage || 145 || This type is very similar to t_crops, the difference being the foliage does not disappear when the fruit is harvested. It leverages the following properties: | ||
+ | * MORE1 = Time in seconds before this item will grow to the next stage (this overrides the default server defined number) | ||
+ | * TDATA1 = Is the ID of the first stage of the crop (the sprout) | ||
+ | * TDATA2 = Is the ID of the next stage of the crop (or zero if this is the final mature crop which will bear the fruit) | ||
+ | * TDATA3 = Is the ID of the fruit that this plant will grow and should only be set on the ''ripe'' plant | ||
+ | '''Note''' This type has unusual TIMER behavior in that regardless of the ATTR flags, the timer will restart when it reaches zero. | ||
+ | |- | ||
+ | | ... || 146-175 || FIXME!!! | ||
|- | |- | ||
| t_eq_script || 176 || This type can have tags and can be equipped. Possibly used for memory objects that leverage @Equip and @UnEquip triggers. | | t_eq_script || 176 || This type can have tags and can be equipped. Possibly used for memory objects that leverage @Equip and @UnEquip triggers. |
Revision as of 19:38, 25 October 2010
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:
- item definitions via their TYPE and/or TEVENTS property.
- items via their TYPE and/or EVENTS property.
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 | This type is used for unlocked containers. It leverages the following properties:
|
t_container_locked | 2 | This type is used for locked containers. It leverages the following properties:
|
t_door | 3 | This type is used for unlocked doors. It leverages the following properties:
|
t_door_locked | 4 | This type is used for locked doors. It leverages the following properties:
|
t_key | 5 | This type is used for keys. It leverages the following properties:
Note: Keys, containers, 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 | This type is used for light sources that can be turned on or off. It leverages the following properties:
|
t_light_out | 7 | This type is used for light sources that can be turned on or off. It leverages the following properties:
|
t_food | 8 | This type is used for edible food. It leverages the following properties:
|
t_food_raw | 9 | This type is used for raw food. It leverages the following properties:
|
t_armor | 10 | This type is used for armor. It leverages the following properties:
|
t_weapon_mace_smith | 11 | This type is used for macefighting weapons that can also be used by blacksmiths to forge items. It leverages the following properties:
The following overrides can be set on a per item basis:
|
t_weapon_mace_sharp | 12 | This type is used for macefighting weapons that have sharp cutting edges. It leverages the following properties:
The following overrides can be set on a per item basis:
|
t_weapon_sword | 13 | This type is used for swordsmanship weapons. It leverages the following properties:
The following overrides can be set on a per item basis:
|
t_weapon_fence | 14 | This type is used for fencing weapons. It leverages the following properties:
The following overrides can be set on a per item basis:
|
t_weapon_bow | 15 | This type is used for archery weapons (bow or crossbow). It leverages the following properties:
The following overrides can be set on a per item basis:
|
t_wand | 16 | This type is used for magic wands. It leverages the following properties:
|
t_telepad | 17 | This type is used for teleportation pads. It leverages the following properties:
|
t_switch | 18 | This type is used for switches. The way these things work is, when used, they trigger @DCLICK on the LINK object. It leverages the following properties:
|
... | 19-22 | FIXME!!! |
t_fire | 23 | This type is used for fires (and ovens?). These items can be used to cook food, and they can burn you if stepped on. It leverages the following properties:
|
... | 24-31 | FIXME!!! |
t_scroll | 32 | This type is used for scrolls. It leverages the following properties:
|
... | 33-37 | FIXME!!! |
t_shrine | 38 | This type is used for shrines. Will resurrect a ghost when double-clicked by a ghost. |
t_moongate | 39 | This type is used for moongates. When stepped on they teleport the player to another location. It leverages the following properties:
|
... | 40-41 | FIXME!!! |
t_ore | 42 | This type is harvested by miners, and converted by blacksmiths (using a forge) into something else. It leverages the following properties:
|
... | 43 | FIXME!!! |
t_tree | 44 | This type is chopped by lumberjacks to get logs. It leverages the following properties:
FRUIT = ID of item gathered if double-clicked (usually logs) |
... | 45-64 | FIXME!!! |
t_crops | 65 | This type is used to grow plants that likely bear fruit. Double clicking a t_crop item will harvest the fruit if it is ripe. It leverages the following properties:
Note This type has unusual TIMER behavior in that regardless of the ATTR flags, the timer will restart when it reaches zero. |
... | 66-84 | FIXME!!! |
t_seed | 84 | This type is used for seeds. A seed can be created by using a dagger on a fruit (assuming the fruit is setup to have a seed.) A seed can be planted by double clicking it and targeting the ground (specifically t_dirt items). It leverages the following properties:
|
... | 85-114 | FIXME!!! |
t_deed | 115 | This type is used to create something else when double clicked. It is perhaps the best solution for a player to place a multi part item like a house. When double clicked, it will prompt for a target location. It leverages the following properties:
|
... | 116-128 | FIXME!!! |
t_fruit | 129 | This type is used for fruit. When double clicked, fruit will be eaten. Fruit can be grown from crops (t_crop). It leverages the following properties:
|
... | 130-144 | FIXME!!! |
t_foliage | 145 | This type is very similar to t_crops, the difference being the foliage does not disappear when the fruit is harvested. It leverages the following properties:
Note This type has unusual TIMER behavior in that regardless of the ATTR flags, the timer will restart when it reaches zero. |
... | 146-175 | FIXME!!! |
t_eq_script | 176 | This type can have tags and can be equipped. Possibly used for memory objects that leverage @Equip and @UnEquip triggers. |
... | 177-182 | FIXME!!! |
t_script | 183 | This type can have tags, but can NOT be equipped. |
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