Crossfire Server, Branch 1.12  R12190
Marker

Description

A marker is an object that inserts an invisible force (a mark) into a player stepping on it. This force does nothing except containing a <key string> which can be discovered by detectors or inventory checkers. It is also possible to use markers for removing marks again.

Note that the player has no possibility to "see" his own marks, except by the effect that they cause on the maps.

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.
connection connection value When the detector is triggered, all objects with the same connection value get activated.
delete mark obj::name

When the player steps onto the marker, all existing forces in the players inventory with a <key string> matching <delete mark> will be removed. If you don't want to remove any marks, leave this text field empty.

Note that the string <delete mark> is set as the name of this marker. So don't be confused, and remember changing the name will take effect on the marker's functionality.

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.
key string obj::slaying The <key string> can be detected by inventory checkers/detectors. If the player already has a force with that <key string>, there won't be inserted a second one.
mark duration liv::food This value defines the duration of the force it inserts. If nonzero, the duration of the player's mark is finite: about 1 food per 10 seconds. <mark duration> zero/unset means the mark will stay on the player forever.
marking message obj::msg In the moment when the player gets marked, this text is displayed to him. You should really set a message in any marker you create, because it's the only way for the player to notice what's going on.
marking speed obj::speed The <marking speed> defines how quickly it will mark something standing on the marker. Set this value rather high to make sure the player really gets his mark. I think <marking speed> 1.0 should do fine.
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.
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 ;) ).