Difference between revisions of "TYPEDEF"
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| t_food || 8 || This type is used for edible food. It leverages the following properties: | | t_food || 8 || This type is used for edible food. It leverages the following properties: | ||
− | |||
* MORE2 = The ID of the creature that this came from | * MORE2 = The ID of the creature that this came from | ||
* 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) | ||
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* MOREX = The ID of a spell effect that will be gained when eaten | * MOREX = The ID of a spell effect that will be gained when eaten | ||
* MOREY = The strength of the spell effect | * MOREY = The strength of the spell effect | ||
− | |||
− | |||
− | |||
|- | |- | ||
| 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: | ||
− | * MORE1 = ID of the item it makes when cooked (i_unused if | + | * MORE1 = ID of the item it makes when cooked (the default is i_unused and if defined, it will override TDATA1) |
* MORE2 = The ID of the creature that this came from | * MORE2 = The ID of the creature that this came from | ||
* 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 food | * MOREZ = Is the poison level of the food | ||
+ | * TDATA1 = The item ID this cooks into | ||
'''Note:''' The following properties may also exist depending on your server version: | '''Note:''' The following properties may also exist depending on your server version: | ||
* MOREX = The ID of a spell effect that will be gained when eaten | * MOREX = The ID of a spell effect that will be gained when eaten | ||
* MOREY = The strength of the spell effect | * MOREY = The strength of the spell effect | ||
− | + | * TDATA2 = The creature ID type that the food came from | |
− | * TDATA2 = The creature ID type that the | + | * TDATA3 = The amount of skill required to cook it (did this ever work?) |
− | * TDATA3 = The skill required to cook it | ||
|- | |- | ||
| t_armor || 10 || This type is used for armor. It leverages the following properties: | | t_armor || 10 || This type is used for armor. It leverages the following properties: |
Revision as of 23:24, 9 November 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 and t_container_locked | 1 and 2 | These types are used for containers. They leverage the following properties:
|
t_door or t_door_unlocked | 3 or 4 | This type is used for both locked and unlocked doors. They leverage the following properties:
|
t_key | 5 | This type is used for keys. It leverages the following properties:
Note: Keys, containers, and doors are interesting. If both a key and a door/container contain the same arbitrary MORE1 value, the key can be used to lock or unlock the door/container. That action changes the TYPE of the door/container to indicate whether it is locked or not. It also seems like LINK on the key can be set to the UID of a multi so that it can be used to open all doors/containers inside that multi. |
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:
Note: The following properties may also exist depending on your server version:
|
t_food_raw | 9 | This type is used for raw food. It leverages the following properties:
Note: The following properties may also exist depending on your server version:
|
t_armor | 10 | This type is used for armor. It leverages the following properties:
Note: Old versions of sphere stored remaining charges in MORE2, this is no longer true. |
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 teleport 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:
|
t_book | 19 | This type is used for books of static or dynamic text. It leverages the following properties:
Note: we need more information on those flags... |
t_rune | 20 | This type is used for recall runes. It leverages the following properties:
|
t_booze | 21 | This type is used for alcohol (it causes a drunk effect when double clicked.) It leverages the following properties:
|
t_potion | 22 | This type is used for potions. It leverages the following properties:
|
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:
|
t_clock | 24 | This type is used to tell time (game time, not real time) when double clicked. The result comes out something like "half past eleven o'clock at night". From what I can tell there are no MORE or TDATA modifiers that affect the result. |
t_trap and t_trap_active | 25 and 26 | These types are used for traps that are triggered when walked on. They leverage the following properties:
|
t_musical | 27 | This type is used for musical instruments. It leverages the following properties:
|
t_spell | 28 | This type is used for magic spell effects. It leverages the following properties:
|
t_gem | 29 | This type is used for gems, and from what I can tell there is no built-in behavior for it. |
t_water | 30 | This type is used for water, which means it can be fished in or used to clean used bandages.
|
t_clothing | 31 | This type is used for all cloth based equip-able items. It is essentially identical to t_armor and t_armor_leather. It leverages the following properties:
Note: Old versions of sphere stored remaining charges in MORE2, this is no longer true. |
t_scroll | 32 | This type is used for scrolls. It leverages the following properties:
|
t_carpentry | 33 | This type is used by carpenters to craft items, and from what I can tell there is no built-in behavior for it. |
t_spawn_char | 34 | This type is used to spawn NPCs. Once it spawns its first creature, it will turn red and change its appearance to the ICON of the creature (or appear as a wisp if the spawn is set to use a template.) It leverages the following properties:
Note: The spawn is considered active if the TIMER has a positive value, and when the timer reaches zero, it is automatically restarted using a random number between MOREX and MOREX. |
t_game_piece | 35 | This type is used for game board pieces (checkers, chess, etc). They cannot be removed from the game, and they have no tile image outside of the game board gump. It leverages the following properties:
|
t_portculis | 36 | This type is used for portcullis doors that raise and lower when double clicked. It leverages the following properties:
|
t_figurine | 37 | This type is used for shrunk NPCs (essentially magic figurines), that turn into a "pet" creature when double clicked. It leverages the following properties:
|
t_shrine | 38 | This type is used for shrines. They 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:
|
t_chair | 40 | This type is used for any sort of a chair item and it's only purpose is to trigger a sitting animation. |
t_forge | 41 | This type is used by blacksmiths to smelt ore.... |
t_ore | 42 | This type is harvested by miners, and converted by blacksmiths (using a forge) into something else. It leverages the following properties:
|
t_log | 43 | This type is a raw material resource usually harvested from trees. |
t_tree | 44 | This type is chopped by lumberjacks to get logs. It leverages the following properties:
|
t_rock | 45 | This type can be mined for ore.
|
t_carpentry_chop | 46 | A carpentry tool that can be used to craft carpentry objects as well as used to "chop" trees (like a saw?) |
t_multi 47 // = multi part object like house or ship. t_reagent 48 // = alchemy when clicked ? t_ship 49 // = this is a ship multi t_ship_plank 50 // t_ship_side 51 // = should extend to make a plank t_ship_side_locked 52 // t_ship_tiller 53 // = tiller man on the ship. t_eq_trade_window 54 // = container for the trade window. t_fish 55 // = fish can be cut up. t_sign_gump 56 // = things like grave stones and sign plaques t_stone_guild 57 // = guild stones t_anim_active 58 // = active anium that will recycle when done. t_sand 59 // = sand on the beach t_cloth 60 // = bolt or folded cloth t_hair 61 // t_beard 62 // = just for grouping purposes. t_ingot 63 // = ingot. t_coin 64 // = coin of some sort. gold or otherwise. | ||
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. |
t_drink | 66 | This type is used for non-alcoholic drinks. It leverages the following properties:
Note: There is an INI flag OF_DrinkIsFood (0x10000) that, if set, will increase FOOD level when the drink is consumed (like T_FOOD does) |
t_anvil 67 // = for repair. t_port_locked 68 // = this portcullis must be triggered. t_spawn_item 69 // = spawn other items. t_telescope 70 // = big telescope pic. | ||
t_bed | 71 | This type is used to indicate the item is a bed. I am not sure how it is used exactly, but it leverages the following properties:
TDATA1 = The direction it occupies |
t_gold 72 // = gold coin t_map 73 // = map object with pins. t_eq_memory_obj 74 // = a char has a memory link to some object. (i am fighting with someone. this records the fight.) t_weapon_mace_staff 75 // = staff type of mace. or just other type of mace. t_eq_horse 76 // = equipped horse object represents a riding horse to the client. t_comm_crystal 77 // = communication crystal. t_game_board 78 // = this is a container of pieces. t_trash_can 79 // = delete any object dropped on it. | ||
t_cannon_muzzle t_cannon t_cannon_ball |
80 81 82 |
Not sure which of these parts use it, but one of them leverages the following properties:
|
t_armor_leather 83 // = non metallic armor (t_clothing) | ||
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:
|
t_junk 85 // = never used t_crystal_ball 86 // t_swamp 87 // = swamp (smelly) t_message 88 // = user written message item. (for bboard ussually) t_reagent_raw 89 // = freshly grown reagents...not processed yet. t_eq_client_linger 90 // = change player to npc for a while. t_snow 91 // = snow t_it_stone 92 // = double click for items t_unused_93 93 | ||
t_explosion | 94 | This type is used for explosion animations. It leverages the following properties:
|
t_eq_npc_script | 95 | This type is used to script NPC actions (in the form of a book). The sphere_defs.scp file says "get rid of this in favor of waiting on m_events" but it may still exist... if so, it leverages the following properties:
MORE1 = The same as for other books MORE2L = The current script page MORE2H = The current offset MOREZ = The priority for this script (as a percent, this is the chance they want to "do" this task) |
t_web 96 // = walk on this and transform into some other object. t_grass 97 // = can be eaten by grazing animals t_arock 98 // = a rock or boulder. can be thrown by giants. t_tracker 99 // = points to a linked object. t_sound 100 // = this is a sound source. t_stone_town 101 // = town stones. everyone free to join. t_weapon_mace_crook 102 // t_weapon_mace_pick 103 // t_leather 104 // = leather or skins of some sort.(not wearable) t_ship_other 105 // = some other part of a ship. | ||
t_bboard | 106 | This type is a container that holds t_message items. It leverages the following properties:
|
t_spellbook | 107 | This type is used for the Magery spellbook. It leverages the following properties:
Note: In older sphere versions, MOREX, MOREY, and MOREZ could be set to add additional spells (necro, etc), but recently these concepts may have been removed... same with these TDATA settings:
|
t_corpse | 108 | This type is a container used for all dead corpses. It leverages the following properties:
|
t_track_item 109 // - track a id or type of item. t_track_char 110 // = track a char or range of char id's t_weapon_arrow 111 // t_weapon_bolt 112 // t_eq_vendor_box 113 // = an equipped vendor box | ||
t_eq_bank_box | 114 | This type is a container that is used for the character bank. It leverages the following properties:
MORE1 = The amount of gold in the account (is this still true?) MORE2 = The amount to restock to (for NPCs vendors who can buy stuff from players?) MOREP = The location in the world (x, y, and z) where the bank box was opened TDATA2 = The gumpID for the bank box container TDATA3 = The minimum gump size TDATA4 = the maximum gump size |
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_loom | 116 | This type of device is used by weavers who turn wool or thread into bolts of cloth. It leverages the following properties:
MORE1 = The ID of the currently loaded resource (wool or cotton/flax) that is being woven MORE2 = The amount of resources currently in the loom |
t_bee_hive | 117 | This type is used for beehives. It leverages the following properties:
MORE1 = The amount of honey which has accumulated in the hive |
t_archery_butte | 118 | This type is used for practice archery targets. When double clicked, the target will first check if you have an archery weapon equipped and if so, it will return some ammo. It leverages the following properties:
|
t_eq_murder_count 119 // = my murder count flag. t_eq_stuck 120 // we are stuck in a web t_trap_inactive 121 // = a safe trap. //t_unused_122 122 t_bandage 123 // = can be used for healing. t_campfire 124 // = this is a fire but a small one. t_map_blank 125 t_spy_glass 126 t_sextant 127 t_scroll_blank 128 | ||
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:
|
t_water_wash 130 // water that will not contain fish. (for washing or drinking) t_weapon_axe 131 // not the same as a sword. but uses swordsmanship skill | ||
t_weapon_xbow | 132 | This type is used for crossbow weapons. It is essentially identical to t_weapon_bow. |
t_spellicon 133 t_door_open 134 t_meat_raw 135 // just a meaty part of a corpse. (uncooked meat) t_garbage 136 t_keyring 137 t_table 138 // doesn't really do anything. t_floor 139 t_roof 140 t_feather 141 // a birds feather t_wool 142 // wool cut from a sheep. t_fur 143 t_blood 144 // blood of some creature | ||
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. |
t_grain 146 t_scissors 147 t_thread 148 t_yarn 149 t_spinwheel 150 t_bandage_blood 151 // = can't be used for healing. t_fish_pole 152 t_shaft 153 // bolt or arrow. t_lockpick 154 t_kindling 155 t_train_dummy 156 t_train_pickpocket 157 t_bedroll 158 t_bellows 159 t_hide 160 // made into leather. t_cloth_bolt 161 t_board 162 // = logs are plained into decent lumber t_pitcher 163 t_pitcher_empty 164 t_dye_vat 165 t_dye 166 t_potion_empty 167 // empty bottle. t_mortar 168 t_hair_dye 169 t_sewing_kit 170 t_tinker_tools 171 t_wall 172 // wall of a structure. t_window 173 // window for a structure. t_cotton 174 // cotton from the plant t_bone 175 | ||
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_ship_hold 177 // ships hold. t_ship_hold_lock 178 t_lava 179 t_shield 180 // equippable armor. t_jewelry 181 t_dirt 182 // a patch of dirt where i can plant something | ||
t_script | 183 | This type can have tags, but can NOT be equipped. |
t_spellbook_necro 184 // AOS Necromancy spellbook (should have MOREZ=100 by default) t_spellbook_pala 185 // AOS Paladin spellbook (should have MOREZ=200 by default) t_spellbook_extra 186 // some spellbook for script purposes (MOREZ=basic offset) t_spellbook_bushido 187 // SE Bushido spellbook (should have MOREZ=400 by default) t_spellbook_ninjitsu 188 // SE Ninjitsu spellbook (should have MOREZ=500 by default) t_spellbook_arcanist 189 // ML Spellweaver spellbook (should have MOREZ=600 by default) t_multi_custom 190 // Customisable multi t_spellbook_mystic 191 // SA Mysticism spellbook (should have MOREZ=677 by default) t_hoverover 192 // Hover-over item (CAN_C_HOVER can hover over blocking items) t_spellbook_bard 193 // SA Bard spellbook (should have MOREZ=700 by default) |
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