Crossfire Server, Branches 1.12
R18729
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A rune is a magical inscription on the dungeon floor.
Runes hit any monster or person who steps on them for 'dam' damage in 'attacktype' attacktype. Alternatively, the rune could contain any spell, and will cast this spell when it detonates. Yet another kind is the "summoning rune", summoning predefined monsters of any kind, at detonation.
Many runes are already defined in the archetypes.
Type defined by:
Attribute | Field | Description |
---|---|---|
attacktype | obj::attacktype | If there isn't any spell (and <summon monster> is unset), this attribute defines what attacktype to use for direct damage when the rune detonates. |
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. |
detonation text | obj::msg | When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;) |
direct damage | liv::dam | <direct damage> specifies how much damage is done by the rune, if it doesn't contain a spell. This should be set in reasonable relation to the rune's level. |
direction | liv::maxsp | If set, the rune will cast it's containing spell (if any) in this <direction>.In most cases this appears useless because the spell directly hits the player. |
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. |
name | obj::name | This is the name of the object, displayed to the player. |
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. |
number of charges | liv::hp | The rune will detonate <number of charges> times before disappearing. |
rune level | obj::level | This value sets the level the rune will cast the spell it contains at, if applicable. A level 99 rune casts a very, very mean spell of whatever. (<rune level> 0 runes won't detonate at all!) Level Also effects how easily a rune may be found and disarmed, and how much experience the player gets for doing so. Beware: High level runes can be quite a cheap source of experience! So either make them tough, or keep the level low. |
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". |
spell arch | obj::other_arch | This string defines the spell in the rune, if any. <spell arch> is optional, but if present, overrides the <spell> setting. You can choose any of the existing arches. |
spell name | obj::slaying | Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting. |
summon amount | liv::maxhp | This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>. |
summon monster | obj::race | If this is set to the arch name of any monster, together with <spell name> "summon evil monster", the rune will summon a bunch of those on detonation. (dam and attacktype will still be ignored in this case). Runes are even capable of summoning multi-square monsters, given enough space. You'd better test it though. |
visibility | liv::Cha | This value determines what fraction of the time the rune is visible: It'll be randomly visible 1/<visibility> of the time. Also effects how easily the rune may be found. |