Crossfire Server, Trunk
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Inventory checkers passively check the players inventory for a specific object. You can set a connected value that is triggered either if that object is present or missing (-> "last_sp") when a player walks over the inventory checker. A valid option is to remove the matching object (usually not recommended, see "last_heal").
Alternatively, you can set your inventory checker to block all players that do/don't carry the matching object (-> "blocked
movement").
As you can see, inventory checkers are quite powerful, holding a great variety of possibilities.
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. |
blocked movement | object::move_block | If set, only players meeting the match criteria can pass through that space. If unset (default), the inventory checker acts like a trigger/button. |
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. |
connection | connection value | Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled. |
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. |
match = having | object::last_sp | Enabled means having that object is a match. Disabled means not having that object is a match. |
match arch name | object::race | This string specifies the object we are looking for: We have a match if the player does/don't carry an object of archetype <match arch name>. |
match key string | object::slaying | This string specifies the object we are looking for: We have a match if the player does/don't carry a key object or a mark with identical <key string>. Note that key objects usually appear as "passports" in this context. A typical example is the city gate mechanism of Scorn. |
match title | object::title | This string specifies the object we are looking for: We have a match if the player's title is/isn't <match title>. |
match type | living::hp | This value specifies the object we are looking for: We have a match if the player does/don't carry an object that is of type <match type>. Example: Set <match type> 15 (type 15 => weapon) and <blocking passage> enabled. Now you have an inventory checker blocking all players that carry any kind of melee weapon. To pass, a player is forced to leave behind all his weaponry... bad news for a warrior. ;) |
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. |
remove match | object::last_heal | <remove match> means remove object if found. Setting this is usually not recommended because inventory checkers are in general invisible. So, unlike for altars/ locked doors, the player won't expect to lose an object when walking over that square. And he doesn't even get a message either. So, if you enable <remove match>, make sure to inform the player what's going on! |
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. |
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 ;) ). |