Crossfire Server, Trunk
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Projectiles like arrows/crossbow bolts are used as ammunition for shooting weapons.
It's very easy to add new pairs of weapons & projectiles. Just set matching <ammunition class> both for shooting weapon and projectile.
Type defined by:
Attribute | Field | Description |
---|---|---|
ammunition class | object::race | Only shooting weapons with matching <ammunition class> can fire these projectiles. For arrows set "arrows", for crossbow bolts set "crossbow bolts" (big surprise). In certain cases, the ammunition class is displayed in the game. Hence, when you create a new ammunition class, choose an intuitive name like "missiles", "spirit bolts" - whatever. You can also make special containers holding these projectiles by setting the <container class> to match your <ammunition class>. |
artifact | object::artifact | If defined, refers to an artifact to get values from. |
attack type | object::attacktype | This number is a bitmask, specifying the projectile's attack types. Attack types are: physical, magical, fire, cold, etc. This works identical to melee weapons. Note that shooting weapons cannot have attack types. |
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. |
blocks prayers | blocks_prayer | Similar to damned, but does not appear in detect curse. |
chance to break | living::food | The <chance to break> defines the breaking probability when this projectile hits an obstacle, e.g. wall or monster. The value is the %-chance to break, ranging from 0 (never breaking) to 100 (breaking at first shot). |
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. |
damage | living::dam | The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon's attributes. |
description | object::msg | This text may describe the projectile. This could be nice for very special ones. |
don't drop | FLAG_NO_DROP | When a monster carries a projectile with <don't drop>, this item will never drop to the ground but vanish instead. If this object is shot, it can still drop after hitting an obstacle. You can prevent this by setting <chance to break> 100. |
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. |
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 | 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. |
magic bonus | object::magic | Magic bonus increases chance to hit and damage a little bit. |
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. |
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. |
slaying race | object::slaying | Slaying means the weapon does triple (3x) damage to monsters of the specified race. If <slaying race> matches an arch name, only monsters of that archetype receive triple damage. Triple damage is very effective. |
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 item | FLAG_UNIQUE | Unique items exist only one time on a server. If the item is taken, lost or destroyed - it's gone for good. |
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 | This value is supposed to be the base <weapon class>, but it seems to have rather little effect. High values are good here, low values bad. |
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 ;) ). |