Crossfire Server, Trunk
Hazard Floor

Description

The best example for Hazard Floor is lava. It works like standard floor, but damages all creatures standing on it. Damage is taken in regular time intervals.

Type defined by:

Attributes

Attribute Field Description
artifact object::artifact If defined, refers to an artifact to get values from.
attack level object::level I guess this value is supposed to work similar to monster levels. But in fact, it does not seem to have an effect. Set any non-zero value to be on the safe side.
attack type object::attacktype This attribute specifies the attack types that this floor uses to damage it's victims. Attack types are: physical, fire, cold, etc. If you want a real tough hazard floor, add more than just one attack type.
base damage living::dam The <base damage> defines how much damage is inflicted to the victim per hit. The final damage is influenced by several other factors like the victim's resistance and level.
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 object::move_block If set, the object cannot be passed by players nor monsters.
blocks prayers blocks_prayer Similar to damned, but does not appear in detect curse.
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.
client-sided randomized animation? FLAG_CLIENT_ANIM_RANDOM If defined, then the object's animation is client-sided. Similar objects are animated independently.
client-sided synchronized animation? FLAG_CLIENT_ANIM_SYNC If defined, then the object's animation is client-sided. Similar objects are animated synchronized.
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 object::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.
hilly terrain FLAG_IS_HILLY This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.
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 object::face The image-name defines what image is displayed for this object in-game.
invisible object::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.
material object::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 object::name This is the name of the object, displayed to the player.
no prayers FLAG_DAMNED If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.
no spells FLAG_NO_MAGIC If enabled, it is impossible for players to use (wizard-) spells on that spot.
non-pickable FLAG_NO_PICK If set, the object cannot be picked up (Neither by players nor monsters).
number object::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 object::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.
slow movement object::move_slow The movement types that are affected by <slow penalty>.
slow penalty object::move_slow_penalty If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal.
  • <slow movement> 1 - rough terrain
  • <slow movement> 2 - very rough terrain
  • ...
  • <slow movement> 7 - spider web (sticky as hell)
smooth level object::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 object::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.
unique map FLAG_UNIQUE Unique floor means that any items dropped on that spot will be saved beyond map reset. For permanent apartments, all floor squares must be set <unique map>.
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 object::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.
weapon class living::wc <weapon class> improves the chance of hitting the victim. Lower values are better. Usually, hazard floors like lava are supposed to hit the victim all the time. Therefore, <weapon class> should be set to something like -30.
weight object::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 ;) ).
wooded terrain FLAG_IS_WOODED This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.