Crossfire Server, Trunk
Drink

Description

By eating/drinking food-objects, the player can fill his stomach and gain a little health.

Type defined by:

Attributes

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.
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.
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 points living::food The player's stomach will get filled with this amount of food points. The player's health will increase by <food points>/50 hp.
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.
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.
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.
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. This is what makes a food become an artifact food, which opens an additional set of fields that are used for constructing a temporary buff for the player. Since the artifact field sets the title, too, this covers both predefined and custom-built artifact foods.
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 ;) ).

Artifact-only Attributes

These attributes only have an effect when used on a food with an artifact applied to it, such as food ration of Stamina. They are used toward a force object in the players inventory that lasts food/4 seconds.

Attribute Field Description
ac living::ac If set, the food will grant the eater the given ac amount for the duration of the food effect.
attacktype object::attacktype If set, the food will grant the eater the given attacktypes for the duration of the food effect.
blinding FLAG_BLIND If set, the food will make the eater blind for the duration of the food effect.
lifesaving FLAG_LIFESAVE If set, the food will make the eater gain the lifesave attribute, a la an amulet of lifesaving, for the duration of the food effect.
luck living::luck If set, the food will grant the eater the given luck amount for the duration of the food effect.
grace regen living::maxgrace If set, the food will improve grace point regeneration by the specified amount. This is set on maxgrace here because foods can be used to directly provide health and mana using hp and sp, respectively.
hp regen living::maxhp If set, the food will improve hitpoint regeneration by the specified amount. This is set on maxhp here because foods can be used to directly provide health and mana using hp and sp, respectively.
sp regen living::maxsp If set, the food will improve spell point regeneration by the specified amount. This is set on maxsp here because foods can be used to directly provide health and mana using hp and sp, respectively.
invisibility FLAG_MAKE_INVIS If set, the food will make the eater invisible for the duration of the food effect.
movement type object::move_type If set, the food will grant the eater the given move types for the duration of the food effect.
path attuned object::path_attuned If set, the food will provide attunement to the mask of the provided spell paths. Conflicts in attunement/repulsion are resolved as they would be from other sources.
path repelled object::path_repelled If set, the food will provide repulsion to the mask of the provided spell paths. Conflicts in attunement/repulsion are resolved as they would be from other sources.
path denied object::path_denied If set, the food will deny access to the mask of the provided spell paths. This should override attunements, as it would from any other source.
reflect missiles FLAG_REFL_MISSILE If set, the eater reflects missiles for the duration of the food's effect.
reflect spells FLAG_REFL_SPELL If set, the eater reflects spells for the duration of the food's effect.
resist acid % object::resist Resistances on artifact foods provide a temporary boost in resistance equal to half the resistance listed on the food.
resist blinding % object::resist Resistances on artifact foods provide a temporary boost in resistance equal to half the resistance listed on the food.
resist chaos % object::resist Resistances on artifact foods provide a temporary boost in resistance equal to half the resistance listed on the food.
resist cold % object::resist Resistances on artifact foods provide a temporary boost in resistance equal to half the resistance listed on the food.
resist confusion % object::resist Resistances on artifact foods provide a temporary boost in resistance equal to half the resistance listed on the food.
resist death-attack % object::resist Resistances on artifact foods provide a temporary boost in resistance equal to half the resistance listed on the food.
resist depletion % object::resist Resistances on artifact foods provide a temporary boost in resistance equal to half the resistance listed on the food.
resist draining % object::resist Resistances on artifact foods provide a temporary boost in resistance equal to half the resistance listed on the food.
resist electricity % object::resist Resistances on artifact foods provide a temporary boost in resistance equal to half the resistance listed on the food.
resist fear % object::resist Resistances on artifact foods provide a temporary boost in resistance equal to half the resistance listed on the food.
resist fire % object::resist Resistances on artifact foods provide a temporary boost in resistance equal to half the resistance listed on the food.
resist ghosthit % object::resist Resistances on artifact foods provide a temporary boost in resistance equal to half the resistance listed on the food.
resist magic % object::resist Resistances on artifact foods provide a temporary boost in resistance equal to half the resistance listed on the food.
resist paralyze % object::resist Resistances on artifact foods provide a temporary boost in resistance equal to half the resistance listed on the food.
resist physical % object::resist Resistances on artifact foods provide a temporary boost in resistance equal to half the resistance listed on the food.
resist poison % object::resist Resistances on artifact foods provide a temporary boost in resistance equal to half the resistance listed on the food.
resist slow % object::resist Resistances on artifact foods provide a temporary boost in resistance equal to half the resistance listed on the food.
resist turn undead % object::resist Resistances on artifact foods provide a temporary boost in resistance equal to half the resistance listed on the food.
resist weaponmagic % object::resist Resistances on artifact foods provide a temporary boost in resistance equal to half the resistance listed on the food.
darkvision FLAG_SEE_IN_DARK If set, provides the eater with dark vision for the duration of the food's effect.
stealth FLAG_STEALTH If set, provides the eater with stealth for the duration of the food's effect.
undead FLAG_UNDEAD If set, makes the eater undead for the duration of the food's effect.
wc living::wc If set, the food will grant the eater the given wc amount for the duration of the food effect.
xray vision FLAG_XRAYS If set, provides the eater with xray vision for the duration of the food's effect.
strength living::Str If set, the food will grant the eater the given Str amount for the duration of the food effect.
dexterity living::Dex If set, the food will grant the eater the given Dex amount for the duration of the food effect.
constitution living::Con If set, the food will grant the eater the given Con amount for the duration of the food effect.
intelligence living::Int If set, the food will grant the eater the given Int amount for the duration of the food effect.
wisdom living::Wis If set, the food will grant the eater the given Wis amount for the duration of the food effect.
magical power living::Pow If set, the food will grant the eater the given Pow amount for the duration of the food effect.
charisma living::Cha If set, the food will grant the eater the given Cha amount for the duration of the food effect.