Crossfire Server, Trunk
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The player can drink these and gain various kinds of benefits (/penalties) by doing so.
Type defined by:
Attribute | Field | Description |
---|---|---|
artifact | object::artifact | If defined, refers to an artifact to get values from. |
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 for permanent (of course there is an upper limit). Generally there shouldn't be stat potions granting more than one stat. Cursed potions will subtract the stats if positive. |
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 for permanent (of course there is an upper limit). Generally there shouldn't be stat potions granting more than one stat. Cursed potions will subtract the stats if positive. |
cursed | FLAG_CURSED | If a potion is cursed, benefits generally turn into penalties. Note that potions can be "uncursed" by praying over an altar, with relative ease. But the potion must be identified to notice that it is cursed >:) |
dexterity | living::Dex | The player's dexterity will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn't be stat potions granting more than one stat. Cursed potions will subtract the stats if positive. |
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. |
garbage generated when eaten | on_use_yield | If set to an archetype, this archetype will replace the eaten item. |
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. |
intelligence | living::Int | The player's intelligence will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn't be stat potions granting more than one stat. Cursed potions will subtract the stats if positive. |
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. |
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. |
potion level | object::level | If the potion contains a spell, the spell is cast at this level. For other potions it should be set at least to 1. |
power | living::Pow | The player's power will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn't be stat potions granting more than one stat. Cursed potions will subtract the stats if positive. |
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. |
resist acid % | object::resist | The player's resistance to acid will rise by this value in percent (range -100 till +100). The effect is only temporary, and it does NOT add on the values from the player's equipment. Cursed potions will make negative resistance, very nasty in combat! |
resist cold % | object::resist | The player's resistance to cold will rise by this value in percent (range -100 till +100). The effect is only temporary, and it does NOT add on the values from the player's equipment. Cursed potions will make negative resistance, very nasty in combat! |
resist confusion % | object::resist | The player's resistance to confusion will rise by this value in percent (range -100 till +100). The effect is only temporary, and it does NOT add on the values from the player's equipment. Cursed potions will make negative resistance, very nasty in combat! |
resist depletion % | object::resist | The player's resistance to depletion will rise by this value in percent (range -100 till +100). The effect is only temporary, and it does NOT add on the values from the player's equipment. Cursed potions will make negative resistance, very nasty in combat! |
resist draining % | object::resist | The player's resistance to draining will rise by this value in percent (range -100 till +100). The effect is only temporary, and it does NOT add on the values from the player's equipment. Cursed potions will make negative resistance, very nasty in combat! |
resist electricity % | object::resist | The player's resistance to electricity will rise by this value in percent (range -100 till +100). The effect is only temporary, and it does NOT add on the values from the player's equipment. Cursed potions will make negative resistance, very nasty in combat! |
resist fire % | object::resist | The player's resistance to fire will rise by this value in percent (range -100 till +100). The effect is only temporary, and it does NOT add on the values from the player's equipment. Cursed potions will make negative resistance, very nasty in combat! |
resist magic % | object::resist | The player's resistance to magic will rise by this value in percent (range -100 till +100). The effect is only temporary, and it does NOT add on the values from the player's equipment. Cursed potions will make negative resistance, very nasty in combat! |
resist paralyze % | object::resist | The player's resistance to paralyze will rise by this value in percent (range -100 till +100). The effect is only temporary, and it does NOT add on the values from the player's equipment. Cursed potions will make negative resistance, very nasty in combat! |
resist physical % | object::resist | The player's resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporary, and it does NOT add on the values from the player's equipment. Cursed potions will make negative resistance, very nasty in combat! |
resist poison % | object::resist | The player's resistance to poison will rise by this value in percent (range -100 till +100). The effect is only temporary, and it does NOT add on the values from the player's equipment. Cursed potions will make negative resistance, very nasty in combat! |
resist weaponmagic % | object::resist | The player's resistance to weaponmagic will rise by this value in percent (range -100 till +100). The effect is only temporary, and it does NOT add on the values from the player's equipment. Cursed potions will make negative resistance, very nasty in combat! |
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". |
special effect | object::attacktype | There are two types of special effects for potions: 'life restoration' - restore the player's stats lost by death or draining (this has nothing in common with the restoration spell!) 'improvement' - increase the player's maximum health/mana/grace by a very small amount. |
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. |
strength | living::Str | The player's strength will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn't be stat potions granting more than one stat. Cursed potions will subtract the stats if positive. |
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. |
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. |
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 for permanent (of course there is an upper limit). Generally there shouldn't be stat potions granting more than one stat. Cursed potions will subtract the stats if positive. |