Crossfire Server, Trunk  R20513
Potion

Description

The player can drink these and gain various kinds of benefits (/penalties) by doing so.

Type defined by:

Attributes

Attribute Field Description
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.
charisma liv::Cha The player's charisma will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn't be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.
constitution liv::Con The player's constitution will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn't be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.
cursed FLAG_CURSED If a potion is cursed, benefits generally turn into penalties. Note that potions can be "uncursed" by praying over an altar, with relative ease. But the potion must be identified to notice that it is cursed >:)
dexterity liv::Dex The player's dexterity will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn't be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.
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.
garbage generated when eaten on_use_yield If set to an archetype, this archetype will replace the eaten item.
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.
godgiven item FLAG_STARTEQUIP A godgiven item vanishes as soon as the player drops it to the ground.
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.
intelligence liv::Int The player's intelligence will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn't be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.
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.
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.
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.
potion level obj::level If the potion contains a spell, the spell is cast at this level. For other potions it should be set at least to 1.
power liv::Pow The player's power will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn't be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.
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 restriction race_restriction If this is set to a : separated (with leading and trailing :) list of races, only players of this race will be able to apply the item.
resist acid % obj::resist The player's resistance to acid will rise by this value in percent (range -100 till +100). The effect is only temporary, and it does NOT add on the values from the player's equipment. Cursed potions will make negative resistance.. very nasty in combat!
resist cold % obj::resist The player's resistance to cold will rise by this value in percent (range -100 till +100). The effect is only temporary, and it does NOT add on the values from the player's equipment. Cursed potions will make negative resistance.. very nasty in combat!
resist confusion % obj::resist The player's resistance to confusion will rise by this value in percent (range -100 till +100). The effect is only temporary, and it does NOT add on the values from the player's equipment. Cursed potions will make negative resistance.. very nasty in combat!
resist depletion % obj::resist The player's resistance to depletion will rise by this value in percent (range -100 till +100). The effect is only temporary, and it does NOT add on the values from the player's equipment. Cursed potions will make negative resistance.. very nasty in combat!
resist draining % obj::resist The player's resistance to draining will rise by this value in percent (range -100 till +100). The effect is only temporary, and it does NOT add on the values from the player's equipment. Cursed potions will make negative resistance.. very nasty in combat!
resist electricity % obj::resist The player's resistance to electricity will rise by this value in percent (range -100 till +100). The effect is only temporary, and it does NOT add on the values from the player's equipment. Cursed potions will make negative resistance.. very nasty in combat!
resist fire % obj::resist The player's resistance to fire will rise by this value in percent (range -100 till +100). The effect is only temporary, and it does NOT add on the values from the player's equipment. Cursed potions will make negative resistance.. very nasty in combat!
resist magic % obj::resist The player's resistance to magic will rise by this value in percent (range -100 till +100). The effect is only temporary, and it does NOT add on the values from the player's equipment. Cursed potions will make negative resistance.. very nasty in combat!
resist paralyze % obj::resist The player's resistance to paralyze will rise by this value in percent (range -100 till +100). The effect is only temporary, and it does NOT add on the values from the player's equipment. Cursed potions will make negative resistance.. very nasty in combat!
resist physical % obj::resist The player's resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporary, and it does NOT add on the values from the player's equipment. Cursed potions will make negative resistance.. very nasty in combat!
resist poison % obj::resist The player's resistance to poison will rise by this value in percent (range -100 till +100). The effect is only temporary, and it does NOT add on the values from the player's equipment. Cursed potions will make negative resistance.. very nasty in combat!
resist weaponmagic % obj::resist The player's resistance to weaponmagic will rise by this value in percent (range -100 till +100). The effect is only temporary, and it does NOT add on the values from the player's equipment. Cursed potions will make negative resistance.. very nasty in combat!
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".
special effect obj::attacktype There are two types of special effects for potions: 'life restoration' - restore the player's stats lost by death or draining (this has nothing in common with the restoration spell!) 'improvement' - increase the player's maximum health/mana/grace by a very small amount.
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.
strength liv::Str The player's strength will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn't be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.
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 ;) ).
wisdom liv::Wis The player's wisdom will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn't be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.