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

Type defined by:

Attributes

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.