Crossfire Server, Trunk
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Wearing a helmet, the object's stats will directly be inherited to the player. Normal helmets usually increase defense, while crowns add more special bonuses like stats/resistances paired with low defense.
Type defined by:
Attribute | Field | Description |
---|---|---|
armor class | living::ac | This value defines the amount of armor-class bonus for wearing this item. <Armor class> lessens the chance of being hit. Lower values are better. It should usually be set only for armor-like equipment. |
artifact | object::artifact | If defined, refers to an artifact to get values from. |
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 item. |
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 piece of equipment. |
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 piece of equipment. |
curse | FLAG_CURSED | A cursed piece of equipment cannot be unwielded unless the curse is removed. |
damnation | FLAG_DAMNED | A damned piece of equipment 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 item. |
description | object::msg | This text describes the item's "story". Every decent artifact should have such a description. |
dexterity | living::Dex | The player's dexterity will rise/fall by the given value while wearing this piece of equipment. |
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!! |
granted movement | object::move_type | As soon as the player applies a piece of equipment, the player will start using the granted movement types. |
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 piece of equipment. |
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 applied | FLAG_APPLIED | If you put this item into the inventory of a monster, and you want the monster to use/wear the item - you must set <is applied>. Enabling this flag doesn't make any sense if the item is NOT in a monster's inventory. |
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 | <magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armor-class bonus on the helmet. Important: <magic bonus> on helmets has no effect if there is no <armor class> set. It only works in combination with <armor class>. Crowns for instance typically provide no <amour class>. |
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 piece of equipment. |
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 item. |
resist acid % | object::resist | This adds acid resistance to the item. 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 item. 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 item. 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 item. 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 item. 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 item. 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 item. 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 item. 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 item. 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 item. 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 item. 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 item. 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 item. 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 item. 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 item. 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 item (= 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 item. 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 item. 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 or players. |
resist weaponmagic % | object::resist | This adds weaponmagic resistance to the item. 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! |
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 piece of equipment. |
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 class is the "counter piece" of <armor class>. It should usually be set only for weapon-like items. Lower values are better. |
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 piece of equipment. |
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. |