Crossfire Server, Branches 1.12
R18729
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Just like with food, the player can fill his stomach and gain a little health by eating flesh-objects.
For dragon players, flesh plays a very special role though: If the flesh has resistances set, a dragon player has a chance to gain resistance in those categories. The only constraint to this process is the <flesh level>. Don't forget that flesh items with resistances have to be balanced according to map/monster difficulty.
Type defined by:
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. |
description | obj::msg | This text may describe the item. |
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. |
flesh level | obj::level | The <flesh level> is not visible to the players and it affects only dragon players. Normally this value reflects the level of the monster from which the flesh item originates. Dragon players always search for flesh of highest level possible, because it bears the best chance to gain high resistances. |
foodpoints | liv::food | The player's stomach will get filled with this amount of foodpoints. The player's health will increase by <foodpoints>/50 hp. |
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. |
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. |
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. |
resist acid % | obj::resist | Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster's inventory. |
resist blinding % | obj::resist | Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster's inventory. |
resist chaos % | obj::resist | Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster's inventory. |
resist cold % | obj::resist | Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster's inventory. |
resist confusion % | obj::resist | Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster's inventory. |
resist death-attack % | obj::resist | Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster's inventory. |
resist depletion % | obj::resist | Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster's inventory. |
resist draining % | obj::resist | Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster's inventory. |
resist electricity % | obj::resist | Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster's inventory. |
resist fear % | obj::resist | Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster's inventory. |
resist fire % | obj::resist | Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster's inventory. |
resist ghosthit % | obj::resist | Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster's inventory. |
resist magic % | obj::resist | Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster's inventory. |
resist paralyze % | obj::resist | Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster's inventory. |
resist physical % | obj::resist | Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster's inventory. |
resist poison % | obj::resist | Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster's inventory. |
resist slow % | obj::resist | Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster's inventory. |
resist weaponmagic % | obj::resist | Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster's inventory. |
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 ;) ). |