Crossfire Server, Trunk
Weapon

Description

Wielding a weapon, the object's stats will directly be inherited to the player. Usually enhancing his fighting-abilities. Non-magical weapons can be improved with scrolls.

Type defined by:

Attributes

Attribute Field Description
animation suffix object::anim_suffix If set, will apply a compound animation to the player or monster when attacking with this weapon.
artifact object::artifact If defined, refers to an artifact to get values from.
attack type object::attacktype

This number is a bitmask, specifying the weapon's attack types. Attack types are: physical, magical, fire, cold, etc. Most artifact weapons have no more than one or two attack types. Keep in mind that all weapons can be blessed by the player's deity, thus adding an additional attack type.

When a player hits a monster with a weapon that has more than one attack type, then he will do as much damage as the "best" of his attack types does. So, the more attack types you've got, the better your chance to take advantage of a monster's vulnerabilities. (Btw: Same rule applies for monster vs. player.). Attack types "magic" and "chaos" are somehow exceptions.

attuned paths object::path_attuned Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.
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.
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 living::Cha The player's charisma will rise/fall by the given value while wearing this weapon.
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.
constitution living::Con The player's constitution will rise/fall by the given value while wearing this weapon.
curse FLAG_CURSED A cursed weapon cannot be unwielded unless the curse is removed.
damage living::dam The damage value is used as base value for how much damage the weapon does per hit. The actual damage involves more dependencies, like wielder's level and defender's level. Look at existing weapons to get a feel for the range of weapon damage values.
damnation FLAG_DAMNED A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.
denied paths object::path_denied Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.
description object::msg This text describes the weapons' "story". Every decent artifact weapon should have such a description.
dexterity living::Dex The player's dexterity will rise/fall by the given value while wearing this weapon.
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.
food bonus living::food

Positive <food bonus> slows down the player's digestion, thus he consumes less food. Negative values speed it up.

Note that food is consumed not only for "being alive", but also for healing and mana-regeneration. <food bonus> only affects the amount of food consumed for "being alive". Hence, even with high <food bonus>, during a fight a player can run out of food quickly.

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.
grace regen. living::grace Positive <grace regen.> bonus speeds up the player's grace regeneration. Negative values slow it down. Since grace can be regenerated rather easy with praying, additional <grace regen.> bonus should be VERY RARE!!
health regen. living::hp Positive <health regen.> bonus speeds up the player's healing process. Negative values slow it down.
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.
intelligence living::Int The player's intelligence will rise/fall by the given value while wearing this weapon.
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.
item power object::item_power

The <item power> value measures how "powerful" an artifact is. Players will only be able to wear equipment with a certain total amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items).

It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the CF server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.

luck bonus living::luck With positive luck bonus, the player is more likely to succeed in all sorts of things (spell-casting, praying, ...). Unless the <luck bonus> is very high, the effect will be barely visible in-game. Luck bonus on one piece of equipment should never exceed 3, and such bonus should not be too frequently available.
magic bonus object::magic For a weapon, magic bonus works just like weapon class, except that magic bonus can be improved by the gods or reduced by acid. Hence, it is less useful than direct weapon class value on a weapon.
mana regen. living::sp Positive <mana regen.> bonus speeds up the player's mana regeneration. Negative values slow it down.
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.
power living::Pow The player's power will rise/fall by the given value while wearing this weapon.
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.
reflect missiles FLAG_REFL_MISSILE If a player is wearing any piece of equipment with the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off him. This works only about 90% of all times, to avoid players being completely immune to certain types of attacks.
reflect spells FLAG_REFL_SPELL

If a player is wearing any piece of equipment with the ability to <reflect spells>, all kinds of spell-bullets and -beams will bounce off him. This works only about 90% of all times, to avoid players being completely immune to certain types of attacks.

This is a very powerful ability and it shouldn't be handed out cheap!

repelled paths object::path_repelled Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.
resist acid % object::resist This adds acid resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.
resist blinding % object::resist This adds blinding resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.
resist chaos % object::resist This adds chaos resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact. Note that chaos is not a stand-alone attack type. Chaos "contains" a combination of other attack types.
resist cold % object::resist This adds fire resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.
resist confusion % object::resist This adds confusion resistance to the weapon. The number is a percent-value in the range 0-100. Confusion resistance is not very effective unless the value comes close to 100 (= perfect immunity).
resist death-attack % object::resist This adds death-attack resistance to the weapon. The number is a percent-value in the range 0-100. Death-attack resistance is little effective unless the value is 100 (= perfect immunity). Generally, resistance to death-attack is not supposed to be available to players!
resist depletion % object::resist This adds depletion resistance to the weapon. The number is a percent-value in the range 0-100. Depletion resistance is little effective unless the value is 100 (= perfect immunity).
resist draining % object::resist This adds draining resistance to the weapon. The number is a percent-value in the range 0-100. Draining resistance is little effective unless the value is 100 (= perfect immunity).
resist electricity % object::resist This adds electricity resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.
resist fear % object::resist This adds fear resistance to the weapon. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.
resist fire % object::resist This adds fire resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.
resist ghosthit % object::resist This adds ghosthit resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.
resist holy power % object::resist This adds holy power resistance to the weapon. The number is a percent-value in the range 0-100. Holy power is the attack type that holyword-type spells use to hurt undead creatures. This kind of resistance is only reasonable for undead players (wraith or devourer cult). Generally, resistance to holy word should not be available for players.
resist magic % object::resist This adds magic resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.
resist paralyze % object::resist This adds paralyze resistance to the weapon. The number is a percent-value in the range 0-100. Paralyze resistance is little effective unless the value is 100 (= perfect immunity).
resist physical % object::resist This adds physical resistance to the weapon (= armor value). The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.
resist poison % object::resist This adds poison resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.
resist slow % object::resist This adds fear resistance to the weapon. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.
resist turn undead % object::resist This adds turn undead resistance to the weapon. The number is a percent-value in the range 0-100. This is mostly useful for undead monsters.
resist weaponmagic % object::resist This adds weaponmagic resistance to the weapon. The number is a percent-value in the range 0-100. Weaponmagic resistance generally should not exist on equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) are not meant to be easily resisted.
save life FLAG_LIFESAVE

An item with this flag enabled will save the players life for one time: When the player is wearing this item and his health points reach zero, the item disappears, replenishing half of the player's health.

An item with <save life> should not have any decent additional bonuses!

skill name object::skill Matching <skill name> of the skill that is required to use this weapon.
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 (e.g. "big_dragon"), only monsters of that archetype are hit with triple damage.

No god blessings are possible for weapons with a race set in this entry (That's because god blessings add triple damage against their own enemy races). 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.
stealth FLAG_STEALTH Stealth allows the player to move silently. This comes to effect if a player turns himself invisible and tries to sneak around monsters. (At least that was the idea behind it)
strength living::Str The player's strength will rise/fall by the given value while wearing this weapon.
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 The weapon class value adds to the overall weapon class of the wielder's melee attacks. Weapon class improves the chance of hitting the opponent.
weapon speed object::last_sp The weapon speed determines how often the wielder can swing the weapon during a certain period of time. The lower the faster, <weapon speed> 1 is best (that is lightning- fast). A typical average value is 8. Speed and damage should be kept in reasonable relation.
weapon type object::weapontype

The <weapon type> characterizes the weapon's type of physical attack. It could best be considered a "sub-classification" of the physical attack type. For now, this is only used for attack messages!

You should always set this correctly when creating new weapons for your maps.

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 ;) ).
wisdom living::Wis The player's wisdom will rise/fall by the given value while wearing this weapon.
xray vision FLAG_XRAYS Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desirable, so don't give it away for cheap on equipment.