Crossfire Server, Branch 1.12  R12190
Altar

Description

When a player puts a defined number of certain items on the altar, then either a spell is casted (on the player) or a connector is triggered. If the latter is the case, the altar works only once. Either way, the sacrificed item disappears.

Type defined by:

Attributes

Attribute Field Description
block view FLAG_BLOCKSVIEW If an item is set to block view, players (and monsters) cannot see beyond it unless they cross it or manage to stand on top.
blocked movement obj::move_block If set, the object cannot be passed by players nor monsters.
connection connection value If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.
drop amount liv::food

The drop amount specifies the amount of items (specified in <match item name>) that must be dropped to activate the altar.

If <match item name> is set to "money", then the value of the sacrificed money must be equal to <drop amount> (ie, if food=200, then 200 silver, 20 gold, or 4 platinum will all work.)

Note that the maximum possible for <drop amount> is 32767.

elevation obj::elevation The elevation (height above sea level) of this tile. It is used for weather calculations and should be in the range -32000..32000. The elevation of a tile must be set in the bottom-most game object; elevation values for non-bottom-most game objects are ignored by the Crossfire server.
glow radius obj::glow_radius If <glow radius> is set to a value greater zero, the object appears lit up on dark maps. <glow radius> can be a value between 0 and 4, the higher, the more light does the object emit.
identified FLAG_IDENTIFIED If an item is identified, the player has full knowledge about it.
image obj::face The image-name defines what image is displayed for this object in-game.
invisible obj::invisible Generally makes the object invisible. Depending on the object-type, some can be made visible by the show_invisible spell. If in doubt, test it. Putting an invisible object under the floor always prevents it from being shown.
match item name obj::slaying This string specifies the item that must be put on the altar to activate it. It can either be the name of an archetype, or directly the name of an object. Yet, titles are not recognized by altars. Remember to put a note somewhere, telling the player what he is expected to drop on the altar. (Often this is put in the altar's name: E.g. "drop 100 platinums")
material obj::material This bitmask-value informs the player of which material(s) the object consists. Material does also affect how likely the object can be destroyed by hazardous spell-effects.
message obj::msg This text will be displayed to the player in the exact moment when the altar is activated.
name obj::name This is the name of the object, displayed to the player.
non-pickable FLAG_NO_PICK If set, the object cannot be picked up (Neither by players nor monsters).
number obj::nrof This value determines the number of objects in one stack (for example: 100 gold coins => "number = 100"). You should set this at least to one, for any pickable object - otherwise it won't be mergeable into a stack.
plural name obj::name_pl This is the plural name of the object. A plural name must be set for all items that can be picked up and collected by the player.
smooth level obj::smoothlevel If <smooth level> is set to a value greater zero, the object will be drawn partially over adjacent squares having a lower <smooth level> value. The value must be between 0 and 255 (inclusive); 0 means "never overlap adjacent squares".
title obj::title This is the object's title. Once an object is identified the title is attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
unpaid FLAG_UNPAID An <unpaid> item cannot be used unless a player carried it over a shop mat, paying the demanded price. Setting this flag makes sense only for pickable items inside shops.
value obj::value Adds a certain value to the object: It will be worth that many times the default value from it's archetype (E.g. "value = 3" means three times worth the default value). Value for buying/selling will be further modified by various factors. Hence, testing values in-game is usually inevitable.
weight obj::weight This value defines the object's weight in grams (1000g is 1kg). Objects with zero weight are not pickable for players. Still, set the "non-pickable"-flag for explicitly non-pickable objects (hey, this is opensource.. you never know ;) ).