id TANO base object_template templatename .* serverpath ..\..\..\..\..\..\src\engine\server\library\serverGame\src\shared\objectTemplate compilerpath ..\..\..\..\..\..\src\engine\shared\library\sharedTemplate\src\shared\template version 0 enum CombatSkeleton { CS_none // all "body" or not attackable CS_humanoid // head, body, 2 arms, 2 legs, standard human proportions/layout } list triggerVolume triggerVolumes trigger volume(s) attached to the object enumCombatSkeleton combatSkeleton this should be fixed (not random) for any template type int maxHitPoints hp for non-creature objects list templatearmor_template armor what kind of armor this object acts like version 1 enum CombatSkeleton { CS_none // all "body" or not attackable CS_humanoid // head, body, 2 arms, 2 legs, standard human proportions/layout } list triggerVolume triggerVolumes trigger volume(s) attached to the object enumCombatSkeleton combatSkeleton this should be fixed (not random) for any template type int maxHitPoints hp for non-creature objects list templatearmor_template armor what kind of armor this object acts like int interestRadius area of interest of the object version 2 enum CombatSkeleton { CS_none // all "body" or not attackable CS_humanoid // head, body, 2 arms, 2 legs, standard human proportions/layout } // these should be reflected in clientGame/TangibleObject.h enum Conditions { C_onOff = 0x0001 C_vendor = 0x0002 C_insured = 0x0004 C_conversable = 0x0008 C_hibernating = 0x0010 C_magicItem = 0x0020 } list triggerVolume triggerVolumes trigger volume(s) attached to the object enumCombatSkeleton combatSkeleton this should be fixed (not random) for any template type int maxHitPoints hp for non-creature objects list templatearmor_template armor what kind of armor this object acts like int interestRadius area of interest of the object int count generic counter int condition object condition bool wantSawAttackTriggers whether we're interested in OnSawAttack triggers version 3 enum CombatSkeleton { CS_none // all "body" or not attackable CS_humanoid // head, body, 2 arms, 2 legs, standard human proportions/layout } // these MUST be reflected in clientGame/TangibleObject.h // these MUST be reflected in base_class.java enum Conditions { C_onOff = 0x00000001 C_vendor = 0x00000002 C_insured = 0x00000004 C_conversable = 0x00000008 C_hibernating = 0x00000010 C_magicItem = 0x00000020 C_aggressive = 0x00000040 C_wantSawAttackTrigger = 0x00000080 C_invulnerable = 0x00000100 C_disabled = 0x00000200 C_uninsurable = 0x00000400 C_interesting = 0x00000800 } list triggerVolume triggerVolumes trigger volume(s) attached to the object enumCombatSkeleton combatSkeleton this should be fixed (not random) for any template type int maxHitPoints hp for non-creature objects templatearmor_template armor what kind of armor this object has (if any) int interestRadius area of interest of the object int count generic counter int condition object condition bool wantSawAttackTriggers whether we're interested in OnSawAttack triggers version 4 enum CombatSkeleton { CS_none // all "body" or not attackable CS_humanoid // head, body, 2 arms, 2 legs, standard human proportions/layout } // these MUST be reflected in: // //depot/swg/current/dsrc/sku.0/sys.server/compiled/game/object/tangible_object_template.tdf // //depot/swg/current/dsrc/sku.0/sys.server/compiled/game/script/base_class.java // //depot/swg/current/src/engine/client/library/clientGame/src/shared/object/TangibleObject.h // //depot/swg/current/src/engine/server/library/serverGame/src/shared/object/TangibleObject.h enum Conditions { C_onOff = 0x00000001 C_vendor = 0x00000002 C_insured = 0x00000004 C_conversable = 0x00000008 C_hibernating = 0x00000010 C_magicItem = 0x00000020 C_aggressive = 0x00000040 C_wantSawAttackTrigger = 0x00000080 C_invulnerable = 0x00000100 C_disabled = 0x00000200 C_uninsurable = 0x00000400 C_interesting = 0x00000800 C_mount = 0x00001000 Set programmatically by mount system. Do not set this in the template. C_crafted = 0x00002000 Set programmatically by crafting system. Do not set this in the template. C_wingsOpened = 0x00004000 Set programmatically by wing system. Do not set this in the template. C_spaceInteresting = 0x00008000 C_docking = 0x00010000 Set programmatically by docking system. Do not set this in the template. C_destroying = 0x00020000 Set programmatically by destruction system. Do not set this in the template. C_commable = 0x00040000 C_dockable = 0x00080000 C_eject = 0x00100000 C_inspectable = 0x00200000 C_transferable = 0x00400000 C_inflightTutorial = 0x00800000 C_spaceCombatMusic = 0x01000000 Set programmatically by the AI system. Do not set this in the template. C_encounterLocked = 0x02000000 C_spawnedCreature = 0x04000000 C_holidayInteresting = 0x08000000 C_locked = 0x10000000 } list triggerVolume triggerVolumes trigger volume(s) attached to the object enumCombatSkeleton combatSkeleton this should be fixed (not random) for any template type int maxHitPoints hp for non-creature objects templatearmor_template armor what kind of armor this object has (if any) int interestRadius area of interest of the object int count generic counter int condition object condition bool wantSawAttackTriggers whether we're interested in OnSawAttack triggers