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TYPEDEF
FORCETOC 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:
- ITEMDEF via their TYPE and/or TEVENTS property.
- Items via their TYPE and/or EVENTS_[[Property]] 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.
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_locked | 3 or 4 | This type is used for both unlocked and locked doors. They leverage the following properties: |
| - | ||
| t_key | 5 | This type is used for keys. It leverages the following properties: |
| - | ||
| t_light_lit | 6 | This type is used for light sources that can be turned onIT_S 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: |
| - | ||
| t_weapon_mace_sharp | 12 | This type is used for macefighting weapons that have sharp cutting edges. It leverages the following properties: |
| - | ||
| t_weapon_sword | 13 | This type is used for swordsmanship weapons. It leverages the following properties: |
| - | ||
| t_weapon_fence | 14 | This type is used for fencing weapons. It leverages the following properties: |
| - | ||
| t_weapon_bow | 15 | This type is used for archery weapons (bow or crossbow). It leverages the following properties: |
| - | ||
| 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: |
| - | ||
| 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: |
| - | ||
| 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: |
| - | ||
| 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 | Ship plank for players to get on a boat. |
| - | ||
| t_ship_side | 51 | Should extend to make a plank TDATA1 is the itemID of the next open/closed state. |
| - | ||
| t_ship_side_locked | 52 | TDATA1 is the itemID of the next open/closed state. |
| - | ||
| 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. Yields 4 * when a bladed object is used on it. |
| - | ||
| t_sign_gump | 56 | This type is used for simple signs (and things like grave stones). It leverages the following properties: |
| - | ||
| t_stone_guild | 57 | This type is used for guild stones. It leverages the following properties: |
| - | ||
| - | ||
| t_ingot | 63 | This type is used for ingots (when a blacksmith smelts ore, it turns into ingots. It leverages the following properties: |
| - | ||
| t_coin | 64 | This types is used for coins, 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: |
| - | ||
| t_drink | 66 | This type is used for non-alcoholic drinks. It leverages the following properties: |
| - | ||
| - | ||
| t_spawn_item | 69 | This type is used to spawn items. Once it spawns its first item, it will turn red and change its appearance to the i_worldgem_lg ID item. It leverages the following properties: |
| - | ||
| - | ||
| 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: |
| - | ||
| t_gold | 72 | This type is used to indicate the object is a gold coin and can be used to purchase stuff. |
| - | ||
| t_map | 73 | This type is used for cartography maps. It has the following properties: |
| - | ||
| t_eq_memory_obj | 74 | This type is used for character memories, and it really depends on the type of memory to know what each property really means, but here is a relatively good guide: |
| - | ||
| - | ||
| t_eq_horse | 76 | This type is used for equipped horse object. Essentially it represents a riding horse to the client. It leverages the following properties: |
| - | ||
| t_comm_crystal | 77 | This type is used for communication crystals. |
| - | ||
| t_game_board | 78 | This type is used as a container for game pieces (t_game_piece). It leverages the following properties: |
| - | ||
| t_trash_can | 79 | This type is used as a trash can container, and it deletes any object placed into it. It leverages the following properties: |
| - | ||
| t_cannon_muzzle | 80 | This type is used for the business end of the cannon. It leverages the following properties: |
| - | ||
| t_cannon | 81 | This type is used for the cannon control. |
| - | ||
| t_cannon_ball | 82 | This is ammo for a t_cannon. |
| - | ||
| - | ||
| 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_message | 88 | This type is used for bulletin board messages. It leverages the following properties: |
| - | ||
| t_reagent_raw | 89 | Freshly grown reagents...not processed yet. A seed can be created by using a dagger on a raw reagent (assuming the raw reagent 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_eq_client_linger | 90 | Change player to npc for a while. |
| - | ||
| t_snow | 91 | Snow |
| - | ||
| t_it_stone | 92 | This type is an "item stone" that is used to generate items when the object is double clicked. It has the following properties: |
| - | ||
| t_unused_93 | 93 | This has no use. |
| - | ||
| 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: |
| - | ||
| t_web | 96 | Walk on this and transform into some other object. MORE1 is the amount of hits the web can take. |
| - | ||
| 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 type is used to play sounds. It uses the following properties: |
| - | ||
| t_stone_town | 101 | This type is used for town stones. It leverages the following properties: |
| - | ||
| - | ||
| t_bboard | 106 | This type is a bulleting board 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: |
| - | ||
| t_corpse | 108 | This type is a container used for all dead corpses. It leverages the following properties: |
| - | ||
| - | ||
| t_eq_bank_box | 114 | This type is a container that is used for the character bank. 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: |
| - | ||
| 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: |
| - | ||
| t_bee_hive | 117 | This type is used for beehives. It leverages the following properties: |
| - | ||
| 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_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_weapon_xbow | 132 | This type is used for crossbow weapons. It is essentially identical to t_weapon_bow. |
| - | ||
| - | ||
| t_keyring | 137 | This type is a container used to store keys. It leverages the following properties: |
| - | ||
| 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: |
| - | ||
| - | ||
| t_hide | 160 | Made into leather. |
| - | ||
| t_cloth_bolt | 161 | A bolt of cloth. |
| - | ||
| t_board | 162 | Logs are plained into decent lumber |
| - | ||
| t_pitcher | 163 | A pitcher holding a liquid of some kind. |
| - | ||
| t_pitcher_empty | 164 | An empty pitcher that can or did hold a liquid. |
| - | ||
| t_dye_vat | 165 | For dyeing items with. |
| - | ||
| t_dye | 166 | Dyes to set colors on a t_dye_vat |
| - | ||
| t_potion_empty | 167 | Empty bottle. |
| - | ||
| t_mortar | 168 | Alchemists mortar and pestle. |
| - | ||
| t_hair_dye | 169 | Hair dye. |
| - | ||
| t_sewing_kit | 170 | Tailoring sewing kit. |
| - | ||
| t_tinker_tools | 171 | Tinker's tools. |
| - | ||
| t_wall | 172 | Wall of a structure. |
| - | ||
| t_window | 173 | Window for a structure. MOREZ is the light pattern |
| - | ||
| t_cotton | 174 | Cotton from the plant |
| - | ||
| t_bone | 175 | A bone from a corpse. |
| - | ||
| 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 | A ships hold. |
| - | ||
| t_ship_hold_lock | 178 | A locked ship's hold. |
| - | ||
| t_lava | 179 | |
| - | ||
| t_shield | 180 | This type is used to indicate the object is an equipable shield. It has the following properties: |
| - | ||
| t_jewelry | 181 | This type is used for equpable jewelry. It leverages the following properties: |
| - | ||
| t_dirt | 182 | This type is used to represent a patch of dirt where something can be planted. |
| - | ||
| 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) |
| DEFNAME | File | Description |
|---|---|---|
| - | ||
| t_advance_gate | ??.scp | MORE = ID of character to change into |
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 Items#Triggers. 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.
//
// 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