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Atrinik Server 2.5
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The object flags.
Unused: 77, 78, 128, 98, 81, 82, 104, 105, 106, 107, 108, 109, 96, 87, 88, 54, 53, 89, 79, 44, 48.
| FLAG_ALIVE 66 |
Object can fight (or be fought).
| Type(s) | Description |
|---|---|
| Magic Wall | Walls with <is destroyable> enabled can be attacked and (eventually) destroyed by the player. If disabled, all other attributes on this tab, as well as resistances, are meaningless. |
| FLAG_ANIMATE 11 |
The object is animated.
| FLAG_APPLIED 85 |
Object is ready for use by living objects.
| Type(s) | Description |
|---|---|
| Amulet, Ring, Bracers, Brestplate Armour, Boots, Cloak, Girdle, Gloves, Helmet, Shield | If you put this item into the inventory of a monster, and you want the monster to use/wear the item, you must set <is applied>. Enabling this flag doesn't make any sense if the item is NOT in a monster's inventory. |
| FLAG_AUTO_APPLY 18 |
Will be applied when created (treasure chest for example).
| Type(s) | Description |
|---|---|
| Shop Floor | If enabled, items will appear on this square when the map is loaded. You need to specify a <treasurelist> to define what kinds of items are generated. The items will be unpaid and marked as "clone items", unless <don't clone randomitems> is set. |
| Treasure | "Auto-generate" must be set in order to have the treasure be created when the map is loaded. If you want to create a random treasure chest, you unset this flag. That way, the player has to apply the object (the chest), then the treasure is generated. |
| #define FLAG_BEEN_APPLIED 17 |
| #define FLAG_BERSERK 99 |
| #define FLAG_BLIND 4 |
| FLAG_BLOCKSVIEW 35 |
Object blocks view.
| FLAG_CAN_PASS_THRU 47 |
Object can pass through objects with FLAG_PASS_THRU set.
| Type(s) | Description |
|---|---|
| Monster & NPC, Spawn Point Monster | If no_pass (blocking passage) is set for an object, no one can pass the tile it is on (true for walls or closed doors). But if this flag is set, the monster can pass through all no_pass objects which have pass_thru set. This is used for example for ghosts who move through doors. |
| FLAG_CAN_ROLL 22 |
Object can be pushed.
| Type(s) | Description |
|---|---|
| Misc Object | If set, the object is able to "roll", so it can be pushed around with the /push command. This setting is used for boulders and barrels. If you're setting this attribute, make sure to check "can move on" as well, in order to set relevant terrain types the object can be pushed to. Useful for puzzles and mazes. |
| Wall | If set, the object is able to "roll", so it can be pushed around with the /push command. This setting is used for boulders and barrels. |
| FLAG_CAN_STACK 37 |
The object can stack.
| FLAG_CAST_SPELL 52 |
Monster can cast spells.
| Type(s) | Description |
|---|---|
| Monster & NPC, Spawn Point Monster | If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities. |
| #define FLAG_CHANGING 31 |
| #define FLAG_CONFUSED 1 |
| #define FLAG_CONNECT_NO_PUSH 58 |
| #define FLAG_CONNECT_NO_RELEASE 59 |
| #define FLAG_CONNECT_RESET 23 |
| FLAG_CORPSE 120 |
If set, this monster will drop a corpse.
| Type(s) | Description |
|---|---|
| Monster & NPC, Spawn Point Monster | This monster will leave a corpse behind when it dies. |
| #define FLAG_CORPSE_FORCED 121 |
| FLAG_CURSED 74 |
The object is cursed.
| Type(s) | Description |
|---|---|
| Misc Object, Light Source, Applyable Light, Light Refill Object, Altar, Altar Trigger, Amulet, Ring, Bracers, Brestplate Armour, Boots, Cloak, Girdle, Gloves, Clock, Helmet, Shield, Book, Button, Trigger Button, Container, Converter, Creator, Detector, Director, Disease, Duplicator, Exit, Flesh, Floor, Wall, Gate, Timed Gate, Handle, Handle Trigger, Damager, Holy Altar, Horn, Rod, Inorganic, Inventory Checker, Gems, Jewels, Nuggets, Magic Ear, Magic Mirror, Magic Wall, Marker, Money, Monster & NPC, Spawn Point, Spawn Point Monster, Mood Floor, Mover, Pedestal, Trigger Pedestal, Pit, Organic, Potion, Power Crystal, Projectile, Rune & Trap, Savebed, Shooting Weapon, Scroll, Shop Mat, Sign & MagicMouth, Special Key, Spellbook, Spinner, Swamp, Teleporter, Trapdoor, Treasure, Weapon, Random Drop Container, Wand & Staff, Event Object, Map Event Object, Quest Container, Beacon | The item is cursed. This object can't be removed when wielded or worn (without uncursing it). Remove curse will remove this flag. |
| Food, Poison Food | Turn positive effects negative and then double all negative effects. |
| Locked Door | Once this door is opened, all nearby doors with this flag on will open at once as well. |
| Shop Floor | Only has meaning if <generate goods> is enabled. If this is enabled, random generated items will not be clone items. |
| Waypoint Object | The active waypoint is the one the mob is currently using. A mob should not have more than one active waypoint. |
| Client Map Info | The tooltip/label is initially hidden but can be shown by per-player server command. |
| FLAG_DAMNED 75 |
The object is _very_ cursed.
| Type(s) | Description |
|---|---|
| Misc Object, Light Source, Applyable Light, Light Refill Object, Altar, Altar Trigger, Amulet, Ring, Bracers, Brestplate Armour, Boots, Cloak, Girdle, Gloves, Clock, Helmet, Shield, Book, Button, Trigger Button, Container, Converter, Creator, Detector, Director, Disease, Duplicator, Exit, Flesh, Handle, Handle Trigger, Holy Altar, Horn, Rod, Inorganic, Inventory Checker, Gems, Jewels, Nuggets, Magic Ear, Magic Mirror, Magic Wall, Marker, Money, Monster & NPC, Spawn Point, Spawn Point Monster, Mover, Pedestal, Trigger Pedestal, Pit, Organic, Potion, Power Crystal, Projectile, Rune & Trap, Savebed, Shooting Weapon, Scroll, Shop Mat, Sign & MagicMouth, Special Key, Spellbook, Spinner, Swamp, Teleporter, Trapdoor, Treasure, Weapon, Wand & Staff, Client Map Info | Stronger form of curse. Item can't be removed when wielded or worn. Remove damnation will remove this flag. |
| Wall | Restricts the use of spells to pass this wall. This takes effect only with <blocksview> disabled. |
| Food, Poison Food | Turn positive effects negative and then triple all negative effects. |
| Gate | Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled. |
| Locked Door | Restricting the use of prayers to pass this door. This should be set in most cases. |
| Shop Floor | Only has meaning if <generate goods> is enabled. If this is enabled, random generated items will never be artifacts. |
| #define FLAG_DRAW_DIRECTION 130 |
| #define FLAG_DRAW_DOUBLE_ALWAYS 98 |
| #define FLAG_FLY_OFF 27 |
| FLAG_FLY_ON 26 |
Object is applied when flying object enters the tile.
| Type(s) | Description |
|---|---|
| Exit | If set, the player will apply the exit by "flying into it". Flying means the player is levitating. E.g. wearing levitation boots. |
| Mover | Move flying creatures enabled means all flying (living) objects will get moved too. If disabled, only walking (non-flying) creatures will get moved. |
| Pit | If set, all flying creatures will fall into the pit as well. This is not the behaviour expected from a pit, and it should only be used for map-mechanisms (e.g. for transporting flying monsters). An interesting side-effect: If this flag is enabled, spell effects like fire/snow also make their way through the pit. |
| Shop Mat | If set, the player can enter/leave the shop by "flying" into the shop mat. |
| Sign & MagicMouth | If set, the player gets the message when flying (=levitating) ontop of the object. Usually this should be set together with walk_on. |
| FLAG_FLYING 13 |
The object is flying.
| Type(s) | Description |
|---|---|
| Amulet, Ring, Bracers, Brestplate Armour, Boots, Cloak, Girdle, Gloves, Helmet, Shield, Weapon | As soon as the player applies a piece of equipment with <levitate> set, the player will start to float in the air. |
| Monster & NPC, Spawn Point Monster | Flying monsters won't get slowed down in rough terrain and they won't be affected by movers. |
| FLAG_FRIENDLY 15 |
The monster is friendly and will not attack other friendly objects.
| Type(s) | Description |
|---|---|
| Damager | If set, the damager will not attack friendly creatures (players, NPCs, etc) but only monsters. |
| Monster & NPC, Spawn Point Monster | <friendly> monsters help the player, attacking any non- friendly monsters in range. |
| #define FLAG_HIDDEN 113 |
The object cannot be seen even with FLAG_SEE_INVISIBLE.
| FLAG_HITBACK 33 |
Object will hit back when hit.
| Type(s) | Description |
|---|---|
| Monster & NPC, Spawn Point Monster | Monsters with <hitback> enabled hurt the attacker in proportion to the amount of damage the *attacker* inflicted. This damage is additional to the regular melee damage of the monster. |
| FLAG_IDENTIFIED 29 |
The object is identified.
| FLAG_INDESTRUCTIBLE 51 |
| #define FLAG_INV_LOCKED 86 |
| FLAG_INVULNERABLE 101 |
Monster can't be killed, and enemies will not consider it for attacking.
| Type(s) | Description |
|---|---|
| Monster & NPC, Spawn Point Monster | This mob will never take any damage - so it can't die by damage. |
| #define FLAG_IS_ASSASSINATION 132 |
| #define FLAG_IS_BUILDABLE 76 |
| FLAG_IS_CAULDRON 94 |
| FLAG_IS_FEMALE 84 |
Object is female.
| Type(s) | Description |
|---|---|
| Monster & NPC, Spawn Point Monster | This monster is female. You can create male, female and neuter monsters. |
| FLAG_IS_INVISIBLE 5 |
Can only be see by objects with FLAG_SEE_INVISIBLE.
| #define FLAG_IS_LINKED 73 |
| FLAG_IS_MAGICAL 65 |
Item is magical.
| Type(s) | Description |
|---|---|
| Misc Object, Light Source, Applyable Light, Light Refill Object, Altar, Altar Trigger, Amulet, Ring, Bracers, Brestplate Armour, Boots, Cloak, Girdle, Gloves, Clock, Helmet, Shield, Book, Button, Trigger Button, Container, Converter, Creator, Detector, Director, Disease, Duplicator, Exit, Flesh, Floor, Wall, Food, Drink, Gate, Timed Gate, Handle, Handle Trigger, Damager, Holy Altar, Horn, Rod, Inorganic, Inventory Checker, Gems, Jewels, Nuggets, Locked Door, Magic Ear, Magic Mirror, Magic Wall, Marker, Money, Monster & NPC, Spawn Point, Spawn Point Monster, Mood Floor, Mover, Pedestal, Trigger Pedestal, Pit, Poison Food, Organic, Potion, Power Crystal, Projectile, Rune & Trap, Savebed, Shooting Weapon, Scroll, Shop Mat, Sign & MagicMouth, Special Key, Spellbook, Spinner, Swamp, Teleporter, Trapdoor, Treasure, Weapon, Random Drop Container, Wand & Staff, Event Object, Map Event Object, Waypoint Object, Quest Container, Beacon, Client Map Info | If set, this object counts as "magical". Detect magic or identify will show this flag and the player will see a small blue M in the client's inventory part. |
| Ability | This flag specifies whether the ability <is magical> in nature. If enabled, all spells produced by this ability will have magic attacktype added to the usual attacktypes. This should always be set for spell-like abilities. "Natural" abilities like a dragon's firebreath are an exception. Note that non-magical abilities are more dangerous because magic resistance does not protect from those. |
| Shop Floor | If enabled, this shop floor will be marked as <unique shop>, which means any item sold on it will remain there until a map reset, or until somebody buys it. |
| FLAG_IS_MALE 83 |
Object is male.
| Type(s) | Description |
|---|---|
| Monster & NPC, Spawn Point Monster | This monster is male. You can create male, female and neuter monsters. |
| #define FLAG_IS_MISSILE 129 |
| #define FLAG_IS_NAMED 117 |
| #define FLAG_IS_READY 19 |
| #define FLAG_IS_THROWN 80 |
| #define FLAG_IS_TRAPPED 103 |
| FLAG_IS_TURNABLE 24 |
Object will change face with direction.
| #define FLAG_IS_USED_UP 28 |
| FLAG_LIFESAVE 64 |
Saves a player's life once, then destructs itself.
| Type(s) | Description |
|---|---|
| Amulet, Ring, Bracers, Brestplate Armour, Boots, Cloak, Girdle, Gloves, Helmet, Shield | An item with this flag enabled will save the player's life once: When the player is wearing this item and his health points reach zero, the item disappears, replenishing player's HP and bringing him back to his savebed. An item with <save life> should not have any decent additional bonuses! |
| Creator | If <infinite uses> is set, the creator will work infinitely, regardless of the value in <number of uses>. |
| Mover | If enabled, the mover gets "used up" after a certain number of moves (specified by <number of uses>). If disabled, the mover works infinitly. |
| Weapon | An item with this flag enabled will save the players life once: When the player is wearing this item and his health points reach zero, the item disappears, replenishing the player's health and bringing him to hise savebed. An item with <save life> should not have any decent additional bonuses! |
| FLAG_MAKE_ETHEREAL 115 |
Makes the wearer ethereal.
| Type(s) | Description |
|---|---|
| Amulet, Ring, Bracers, Brestplate Armour, Boots, Cloak, Girdle, Gloves, Helmet, Shield, Weapon | When applied the user gets ethereal. He can still be transparently seen. Grants the ability to move through walls and doors which have the PASS_THRU flag set (like ghosts and other non physical monsters). |
| Horn, Rod | When applied the user gets ethereal. He will be seen as transparent. He can move through walls and doors which have the PASS_THRU flag set (like ghosts and other non physical monsters). |
| FLAG_MAKE_INVISIBLE 114 |
Makes the wearer invisible.
| Type(s) | Description |
|---|---|
| Amulet, Ring, Bracers, Brestplate Armour, Boots, Cloak, Girdle, Gloves, Helmet, Shield, Weapon | When applied the user gets invisible. He can't be seen by players or monsters unless they have "see invisible". |
| Horn, Rod | When applied the user gets invisible. He cannot be seen by players or monsters unless they have "see invisible" power. |
| #define FLAG_MONSTER 14 |
| #define FLAG_NO_APPLY 62 |
| FLAG_NO_ATTACK 100 |
Object will never attack.
| Type(s) | Description |
|---|---|
| Monster & NPC, Spawn Point Monster | This mob will never attack or fight back. |
| FLAG_NO_CLERIC 123 |
No priest spells can be cast on this tile.
| FLAG_NO_DROP 50 |
Object can't be dropped.
| Type(s) | Description |
|---|---|
| Projectile | When a monster carries a projectile with <don't drop>, this item will never drop to the ground but vanish instead. If this object is shot, it can still drop after hitting an obstacle. |
| #define FLAG_NO_FIX_PLAYER 42 |
fix_player() won't be called.
| FLAG_NO_MAGIC 41 |
Wizard-like spells cannot pass this tile.
| FLAG_NO_PASS 10 |
Nothing can pass.
| Type(s) | Description |
|---|---|
| Misc Object, Floor, Wall, Magic Wall | If set, the object cannot be passed by players nor monsters. |
| FLAG_NO_PICK 8 |
Object can't be picked up.
| #define FLAG_NO_PVP 77 |
| #define FLAG_NO_SAVE 134 |
| #define FLAG_NO_SKILL_IDENT 91 |
| FLAG_NO_TELEPORT 119 |
Objects with this flag will not be teleported by teleporters unless they are in inventory of an object without this flag.
| #define FLAG_OBJECT_WAS_MOVED 133 |
Internally used from remove_ob() and insert_xx().
| FLAG_ONE_DROP 124 |
One drop item. Used for quests, where the quest item with this flag set will never drop more than once for one player.
| FLAG_ONE_HIT 97 |
Monster can only hit once, then evaporates.
| Type(s) | Description |
|---|---|
| Monster & NPC, Spawn Point Monster | Monsters with <one hit only> dissapear after one successful hit to a player. |
| #define FLAG_ONLY_ATTACK 69 |
| #define FLAG_PARALYZED 2 |
| FLAG_PASS_THRU 46 |
Objects with can_pass_thru can pass through this object as if it wasn't there.
| Type(s) | Description |
|---|---|
| Misc Object, Floor, Wall, Gate, Timed Gate, Locked Door, Magic Wall | If no_pass (blocking passage) is set, no one can pass. If this flag is set too, ethereal objects with the CAN_PASS_THRU flag can pass. This is used for example for ghosts who move through doors. |
| FLAG_PERM_CURSED 125 |
Object is permanently cursed.
| FLAG_PERM_DAMNED 126 |
Object is permanently damned.
| FLAG_PLAYER_ONLY 122 |
Only players can enter the tile with object that has this flag.
| FLAG_RANDOM_MOVE 68 |
Monster will move randomly.
| Type(s) | Description |
|---|---|
| Monster & NPC, Spawn Point Monster | Monsters with this flag enabled move around at random. |
| FLAG_REFL_MISSILE 39 |
Object will reflect missiles.
| FLAG_REFL_SPELL 40 |
Object will reflect spells.
| #define FLAG_REFLECTING 30 |
| #define FLAG_REMOVED 16 |
| #define FLAG_RUN_AWAY 45 |
| FLAG_SEE_IN_DARK 93 |
If set object can see even in darkness.
| Type(s) | Description |
|---|---|
| Amulet, Ring, Bracers, Brestplate Armour, Boots, Cloak, Girdle, Gloves, Helmet, Shield, Weapon | A player with the ability of <infravision (see in darkness)> can see better (but not perfectly) in darkness. Living objects will be shown in red. For high-level monsters, this flag is a "should-have". |
| Monster & NPC, Spawn Point Monster | A monster with the ability to <see in darkness> cannot be fooled by spells of darkness or dark maps. This flag is a "should-have" for high-level monsters. When a monster is unable to see in darkness, players can cast darkness and sneak around it safely. |
| FLAG_SEE_INVISIBLE 21 |
Can see invisible objects.
| Type(s) | Description |
|---|---|
| Amulet, Ring, Bracers, Brestplate Armour, Boots, Cloak, Girdle, Gloves, Helmet, Shield, Weapon | When applied the user can see invisible objects. |
| Monster & NPC, Spawn Point Monster | A monster with the ability to <see invisible> cannot be fooled with by invisible or hiding players. This flag is a must-have for high-level monsters. When a monster is unable to detect invisible players, it can be killed without fighting back. |
| FLAG_SLEEP 0 |
Monster is sleeping. While active, the monster's visibility range is reduced.
| Type(s) | Description |
|---|---|
| Monster & NPC, Spawn Point Monster | Being <asleep>, a monster won't move unless a player enters the <sensing range> of the monster. Usually the sensing range is larger than the players line of sight. |
| FLAG_SLOW_MOVE 12 |
Uses the living::exp to slow down movement.
| Type(s) | Description |
|---|---|
| Damager | If set, 'slow movement penalty' will take effect. |
| Swamp | If set, 'slow movement penalty' will take effect. |
| #define FLAG_SPAWN_MOB 118 |
| FLAG_SPLITTING 32 |
Object splits into stats.food other objs.
| Type(s) | Description |
|---|---|
| Creator | Setting this will make the creator clone a single, randomly picked, non-system object from its inventory instead of all of them. (Only used if "create arch" is unset) |
| Monster & NPC, Spawn Point Monster | Monsters with <split> enabled will split into one or more <breed monster> whenever they're hit. The number of new monsters is controlled by <split number>. If enabled, you must also set <breed monster> and <split number>. |
| Sign & MagicMouth | If direction is set and this is set as well, two adjacent directions will be considered instead of just the one direction. |
| FLAG_STAND_STILL 67 |
Monster will never, ever move.
| Type(s) | Description |
|---|---|
| Monster & NPC, Spawn Point Monster | Monsters which <stand still> won't move to leave their position. When agressive, they will attack all enemies who get close to them. This behaviour is commonly known from castle guards. When lining up <stand still>-monster in order to "defend" something: Be aware that such monsters are rather easy to kill. It's good for low level maps, but not much more. |
| Client Map Info | Automatically detects the width/height for this tooltip from 2 nearby info objects with the same unique names. |
| FLAG_STARTEQUIP 34 |
Object will disappear when dropped.
| Type(s) | Description |
|---|---|
| Misc Object, Amulet, Ring, Bracers, Brestplate Armour, Boots, Cloak, Girdle, Gloves, Helmet, Shield, Book, Container, Flesh, Food, Drink, Horn, Rod, Potion, Projectile, Shooting Weapon, Scroll, Special Key, Spellbook, Weapon, Wand & Staff | A god-given item vanishes as soon as the player drops it to the ground. |
| FLAG_STEALTH 71 |
Allows players to pass quietly past monsters, with less chance of the monsters noticing the player.
| Type(s) | Description |
|---|---|
| Amulet, Ring, Bracers, Brestplate Armour, Boots, Cloak, Girdle, Gloves, Helmet, Shield, Weapon | Stealth allows the player to move stealthily, thus reducing the visibility range of monsters nearby by twice of their noram visibility range. |
| FLAG_SYS_OBJECT 110 |
The object cannot be seen by anyone except DMs.
| FLAG_UNAGGRESSIVE 38 |
Monster doesn't attack enemies, only if it's attacked first.
| Type(s) | Description |
|---|---|
| Monster & NPC, Spawn Point Monster | <unaggressive> monsters do not attack players unless attacked first. |
| FLAG_UNDEAD 36 |
Monster is undead.
| Type(s) | Description |
|---|---|
| Monster & NPC, Spawn Point Monster | Several spells only affect undead monsters: turn undead, banish undead, holy word, etc. |
| FLAG_UNIQUE 49 |
Item is unique.
| Type(s) | Description |
|---|---|
| Misc Object, Amulet, Ring, Bracers, Brestplate Armour, Boots, Cloak, Girdle, Gloves, Helmet, Shield, Book, Projectile, Shooting Weapon, Special Key, Weapon | Unique items exist only one time on a server. If the item is taken, lost or destroyed - it's gone for good. |
| Container | Unique items exist only one time on a server. If the item is taken, lost or destroyed - it's gone for good. All contents of a unique container are unique as well. |
| Floor | Unique floor means that any items dropped on that spot will be saved beyond map reset. Useful for maps like guild storage. |
| FLAG_UNPAID 112 |
Object hasn't been paid for yet.
| FLAG_USE_ARMOUR 56 |
Monster can wear armour like shields, plate mails, helms, etc.
| Type(s) | Description |
|---|---|
| Monster & NPC, Spawn Point Monster | The monster will look for an armour to use. |
| FLAG_USE_BOW 55 |
Monster can fire bows.
| Type(s) | Description |
|---|---|
| Monster & NPC, Spawn Point Monster | The monster will look for an usable bow in its inventory, in order to fire arrows/bolts/stones/etc. |
| #define FLAG_USE_FIX_POS 111 |
| FLAG_USE_WEAPON 57 |
Monster can wield weapons.
| Type(s) | Description |
|---|---|
| Monster & NPC, Spawn Point Monster | The monster will look for an usable weapon in its inventory, to improve its damage. |
| FLAG_WALK_OFF 25 |
Object is applied when left.
| Type(s) | Description |
|---|---|
| Button, Trigger Button, Pedestal, Trigger Pedestal | Whether to trigger the connection when the object is released. Do not change unless "connection reset" is set. |
| FLAG_WALK_ON 9 |
Applied when it's walked upon.
| Type(s) | Description |
|---|---|
| Exit | If set, the player will apply the exit by just walking into it. This must be set for the invisible exits for example. If unset, the player has to step onto the exit and press 'a' to get transferred. |
| Mover | This should always be set. |
| Pit | If set, all walking creatures will fall into the pit. This does NOT need to be set for closed pits! |
| Shop Mat | If set, the player can enter/leave the shop by just walking into the shop mat. |
| Sign & MagicMouth | If set, the player gets the message when walking ontop of the object. This is the typical configuration for a magic mouth: The player walks through a dungeon and suddenly he gets a message. Use this to create some roleplay atmosphere, and to inform the player about possible dangers or secrets. |
| FLAG_XRAYS 61 |
X-ray vision.
| Type(s) | Description |
|---|---|
| Amulet, Ring, Bracers, Brestplate Armour, Boots, Cloak, Girdle, Gloves, Helmet, Shield, Weapon | X-ray 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. |
| Floor | It's not possible to push objects onto this tile with the /push command. |
| Magic Ear | If on, all players in range will receive the magic ear's message, instead of just the player who activated it. |
| Sign & MagicMouth | If set, instead of printing the sign's contents to text window, use the book GUI to show the message, using any fancy formatting books allow. |
1.7.4