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dsrc/sku.0/sys.server/compiled/game/object/tangible_object_template.tdf
T
2018-03-26 01:21:00 +01:00

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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