Crossfire Server, Trunk
Weak Wall


A weak wall is a breakable spot amidst a solid wall. Typically these weak walls look similar to their solid "relatives" except for a small crack or little chunks of wall on the ground.

Type defined by:


Attribute Field Description
armor class liv::ac Weak walls of high <armor class> are less likely to get hit. <armor class> can be considered the "counter piece" to <weapon class>.
artifact obj::artifact If defined, refers to an artifact to get values from.
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.
changing FLAG_CHANGING A <changing> object converts to <food> <other_arch> objects; when it's animation is done. For non-living objects <food> is checked: if it is zero, the change happens; otherwise <food> is decreased by one. I suggest you don't mess with this value - leave the default in place.
elevation elevation The elevation (height above sea level) of this square. 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.
health points liv::hp The <health points> of a weak wall define how long it takes to tear it down. With every successful hit from an opponent, <health points> get drained.
identified FLAG_IDENTIFIED If an item is identified, the player has full knowledge about it.
identified animation identified_animation If defined, then the object will take this animation when identified.
identified animation speed identified_anim_speed If defined, then the object will have this animation speed when identified.
identified image identified_face If defined, then the object will take this appareance when identified.
identified random animation? identified_anim_random If defined, then the object's animation is in a random sequence when identified.
identified_name identified_name If defined, then the object will take this name when identified.
identified_name_pl identified_name_pl If defined, then the object will take this plural name when identified.
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.
is used up FLAG_IS_USED_UP If set, decrement the <food> field at <speed>. When <food> reaches zero, remove the object.
level obj::level The <level> of a weak wall works similar to monster levels. Due to the fact that weak walls cannot attack, the level is much less important though.
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.
max health liv::maxhp <max health> is the maximum amount of <health points> this weak wall can have. Since walls generally don't heal, I doubt this has much real effect.
name obj::name This is the name of the object, displayed to the player.
no damage FLAG_NO_DAMAGE If set to non-zero, the wall cannot be destroyed by attacking it.
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.
price adjustment price_adjustment If set, this is the buy and sell price adjustment ratio for the item.
price adjustment for buying price_adjustment_buy If set, this is the adjustment ratio when buying the item. Ignored if <price> adjustment is set.
price adjustment for selling price_adjustment_sell If set, this is the adjustment ratio when selling the item. Ignored if <price> adjustment is set.
race obj::race For weak walls, <race> should always be set to "wall", unless you create something fancy like a building which is in fact meant to be a huge animal. Note that shovels slay walls, so they do triple damage against weak walls.
resist acid % obj::resist (no description)
resist blinding % obj::resist (no description)
resist chaos % obj::resist (no description)
resist cold % obj::resist (no description)
resist confusion % obj::resist (no description)
resist death-attack % obj::resist (no description)
resist depletion % obj::resist (no description)
resist draining % obj::resist (no description)
resist electricity % obj::resist (no description)
resist fear % obj::resist (no description)
resist fire % obj::resist (no description)
resist ghosthit % obj::resist (no description)
resist godpower % obj::resist (no description)
resist holy power % obj::resist (no description)
resist magic % obj::resist (no description)
resist paralyze % obj::resist (no description)
resist physical % obj::resist (no description)
resist poison % obj::resist (no description)
resist slow % obj::resist (no description)
resist turn undead % obj::resist (no description)
resist weaponmagic % obj::resist (no description)
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".
splitting FLAG_SPLITTING A <splitting> object converts to <food> <other_arch> objects; when it is hit physically. For non-living objects <food> is checked: if it is zero, the change happens; otherwise <food> is decreased by one. I suggest you don't mess with this value - leave the default in place.
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 open source.. you never know ;) ).