Crossfire Server, Trunk
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By eating/drinking food-objects, the player can fill his stomach and gain a little health.
Type defined by:
Attribute | Field | Description |
---|---|---|
AC modifier | living::ac | If set on a food with a non-null title, consumption will result in this amount being added to the player's AC until the food effect wears off. |
WC modifier | living::wc | If set on a food with a non-null title, consumption will result in this amount being added to the player's WC until the food effect wears off. |
artifact | object::artifact | If defined, refers to an artifact to get values from. |
attack type | object::attacktype | If set on a food with a non-null title, consumption will grant the player the set attacktypes. |
attuned paths | object::path_attuned | Click on the <attuned paths> button to select spellpaths. If set on a food with a non-null title, the player will get attuned to the specified spellpaths for the duration of the food effect. |
blinding | FLAG_BLIND | If set on a food with a non-null title, consumption will blind the player until the food effect wears off. |
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 | If set on a food with a non-null title, consumption will result in this amount being added to the player's charisma until the food effect wears off. |
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 | If set on a food with a non-null title, consumption will result in this amount being added to the player's constitution until the food effect wears off. |
denied paths | object::path_denied | Click on the <denied paths> button to select spellpaths. If set on a food with a non-null title, the player will be denied the specified spellpaths for the duration of the food effect. |
dexterity | living::Dex | If set on a food with a non-null title, consumption will result in this amount being added to the player's dexterity until the food effect wears off. |
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. If title or artifact is set, a force effect is inserted into the player's inventory that grants boosts from sections effects and resistances for <food points>/4 seconds. |
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. |
grace regeneration | living::maxgrace | If set on a food with a non-null title, consumption will grant the player an adjustment to their grace regeneration rate equal to <grace regeneration>. Negative values slow regeneration, positive values increase it. |
health regeneration | living::maxhp | If set on a food with a non-null title, consumption will grant the player an adjustment to their hitpoint regeneration rate equal to <health regeneration>. Negative values slow regeneration, positive values increase it. |
health restored | living::hp | At the time of eating, this food will restore an additional <health restored> hit points, in addition to the basic healing tied to the <food> value. Negative values drain health instead of restore it. |
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 | If set on a food with a non-null title, consumption will result in this amount being added to the player's intelligence until the food effect wears off. |
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 buildable | FLAG_IS_BUILDABLE | If set, usually for floors, players can use tools and building materials to build above this object. |
is used up | FLAG_IS_USED_UP | If set, decrement the <food> field at <speed>. When <food> reaches zero, remove the object. |
luck | living::luck | If set on a food with a non-null title, consumption will grant the player an adjustment to their luck equal to <luck>. Negative values reduce luck, positive values increase it. |
magic regeneration | living::maxsp | If set on a food with a non-null title, consumption will grant the player an adjustment to their spellpoint regeneration rate equal to <magic regeneration>. Negative values slow regeneration, positive values increase it. |
magic restored | living::sp | At the time of eating, this food will restore <magic restored> spell points to the player. Negative values drain health instead of restore it. |
make undead | FLAG_UNDEAD | If set on a food with a non-null title, consumption will turn the player undead for the duration of the food effect. |
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. |
movement type | object::move_type | If set on a food with a non-null title, consumption will grant the player the selected movement types for the duration of the food effect. |
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 | If set on a food with a non-null title, consumption will result in this amount being added to the player's Power until the food effect wears off. |
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 | When set on a food with a non-null title, consumption will grant the player projectile reflection for the duration of the food effect. If a player is granted 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 | When set on a food with a non-null title, consumption will grant the player spell reflection for the duration of the food effect. If a player is granted 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. If set on a food with a non-null title, the player will get repelled to the specified spellpaths for the duration of the food effect. |
resist acid % | object::resist | Resistances on food items make them more durable against spellcraft of the appropriate kind. When set on an artifact food/drink, it also grants the player resistance equal to half the provided resistance value for the duration of the food's effect. |
resist blinding % | object::resist | Resistances on food items make them more durable against spellcraft of the appropriate kind. When set on an artifact food/drink, it also grants the player resistance equal to half the provided resistance value for the duration of the food's effect. |
resist chaos % | object::resist | Resistances on food items make them more durable against spellcraft of the appropriate kind. When set on an artifact food/drink, it also grants the player resistance equal to half the provided resistance value for the duration of the food's effect. |
resist cold % | object::resist | Resistances on food items make them more durable against spellcraft of the appropriate kind. When set on an artifact food/drink, it also grants the player resistance equal to half the provided resistance value for the duration of the food's effect. |
resist confusion % | object::resist | Resistances on food items make them more durable against spellcraft of the appropriate kind. When set on an artifact food/drink, it also grants the player resistance equal to half the provided resistance value for the duration of the food's effect. |
resist death-attack % | object::resist | Resistances on food items make them more durable against spellcraft of the appropriate kind. When set on an artifact food/drink, it also grants the player resistance equal to half the provided resistance value for the duration of the food's effect. |
resist depletion % | object::resist | Resistances on food items make them more durable against spellcraft of the appropriate kind. When set on an artifact food/drink, it also grants the player resistance equal to half the provided resistance value for the duration of the food's effect. |
resist draining % | object::resist | Resistances on food items make them more durable against spellcraft of the appropriate kind. When set on an artifact food/drink, it also grants the player resistance equal to half the provided resistance value for the duration of the food's effect. |
resist electricity % | object::resist | Resistances on food items make them more durable against spellcraft of the appropriate kind. When set on an artifact food/drink, it also grants the player resistance equal to half the provided resistance value for the duration of the food's effect. |
resist fear % | object::resist | Resistances on food items make them more durable against spellcraft of the appropriate kind. When set on an artifact food/drink, it also grants the player resistance equal to half the provided resistance value for the duration of the food's effect. |
resist fire % | object::resist | Resistances on food items make them more durable against spellcraft of the appropriate kind. When set on an artifact food/drink, it also grants the player resistance equal to half the provided resistance value for the duration of the food's effect. |
resist ghosthit % | object::resist | Resistances on food items make them more durable against spellcraft of the appropriate kind. When set on an artifact food/drink, it also grants the player resistance equal to half the provided resistance value for the duration of the food's effect. |
resist magic % | object::resist | Resistances on food items make them more durable against spellcraft of the appropriate kind. When set on an artifact food/drink, it also grants the player resistance equal to half the provided resistance value for the duration of the food's effect. |
resist paralyze % | object::resist | Resistances on food items make them more durable against spellcraft of the appropriate kind. When set on an artifact food/drink, it also grants the player resistance equal to half the provided resistance value for the duration of the food's effect. |
resist physical % | object::resist | Resistances on food items make them more durable against spellcraft of the appropriate kind. When set on an artifact food/drink, it also grants the player resistance equal to half the provided resistance value for the duration of the food's effect. |
resist poison % | object::resist | Resistances on food items make them more durable against spellcraft of the appropriate kind. When set on an artifact food/drink, it also grants the player resistance equal to half the provided resistance value for the duration of the food's effect. |
resist slow % | object::resist | Resistances on food items make them more durable against spellcraft of the appropriate kind. When set on an artifact food/drink, it also grants the player resistance equal to half the provided resistance value for the duration of the food's effect. |
resist turn undead % | object::resist | Resistances on food items make them more durable against spellcraft of the appropriate kind. When set on an artifact food/drink, it also grants the player resistance equal to half the provided resistance value for the duration of the food's effect. |
resist weaponmagic % | object::resist | Resistances on food items make them more durable against spellcraft of the appropriate kind. When set on an artifact food/drink, it also grants the player resistance equal to half the provided resistance value for the duration of the food's effect. |
save life | FLAG_LIFESAVE | If set on a food with a non-null title, consumption will grant the player the same buff as an amulet of lifesaving for the duration of the food effect. If triggered, a single death will be prevented and the force providing it will end early. An item with <save life> should not have any decent additional bonuses! |
see in dark | FLAG_SEE_IN_DARK | If set on a food with a non-null title, consumption will grant the player dark vision for the duration of the food effect. |
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 | When set on a food with a non-null title, consumption will grant the player stealth for the duration of the food effect. 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 | If set on a food with a non-null title, consumption will result in this amount being added to the player's strength until the food effect wears off. |
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 | If set on a food with a non-null title, consumption will result in this amount being added to the player's wisdom until the food effect wears off. |
xray vision | FLAG_XRAYS | When set on a food with a non-null title, consumption will grant the player xray vision for the duration of the food effect. 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. |