Crossfire Server, Trunk
Treasure

Description

A treasure-object turns into certain randomitems when the map is loaded into the game.

Type defined by:

Attributes

Attribute Field Description
artifact object::artifact If defined, refers to an artifact to get values from.
auto-generate FLAG_AUTO_APPLY "Auto-generate" must be set in order to have the treasure be created when the map is loaded. If you want to create a random treasure chest, you unset this flag. That way, the player has to apply the object (the chest), then the treasure is generated.
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.
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.
create number living::hp "Create number" specifies how many pieces of the given treasurelist will appear. Note that for every piece there is a chance that nothing is generated. Also, sometimes there can be stacks of items generated, like for gems/money.
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.
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.
name object::name This is the name of the object, displayed to the player.
no bad/cursed items FLAG_BLESSED If checked, no bad or cursed items will be generated.
non-pickable FLAG_NO_PICK If set, the object cannot be picked up (Neither by players nor monsters).
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.
quality level object::level The maximum level of the generated item. Higher levels are better, but the specific behavior of <level> depends on the type of the item being generated. If zero/unset, the map difficulty will instead be used. (Example for comparison: Shop floors generate treasure of <quality level> 5 per default).
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.
subtype living::sp Type of readable item. Used only when the generated item is readable. 0 for random, 1 for monster information, 2 for artifact information, 3 for spell path information, 4 for recipes, 5 for god information, and 6 for library (from lib/messages)
treasurelist object::randomitems This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.
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.