Atrinik Server 2.5
Defines
Flag defines
Flags Structure

Defines

#define FLAG_SLEEP   0
#define FLAG_CONFUSED   1
#define FLAG_PARALYZED   2
#define FLAG_SCARED   3
#define FLAG_BLIND   4
#define FLAG_IS_INVISIBLE   5
#define FLAG_IS_ETHEREAL   6
#define FLAG_IS_GOOD   7
#define FLAG_NO_PICK   8
#define FLAG_WALK_ON   9
#define FLAG_NO_PASS   10
#define FLAG_ANIMATE   11
#define FLAG_SLOW_MOVE   12
#define FLAG_FLYING   13
#define FLAG_MONSTER   14
#define FLAG_FRIENDLY   15
#define FLAG_REMOVED   16
#define FLAG_BEEN_APPLIED   17
#define FLAG_AUTO_APPLY   18
#define FLAG_IS_READY   19
#define FLAG_IS_NEUTRAL   20
#define FLAG_SEE_INVISIBLE   21
#define FLAG_CAN_ROLL   22
#define FLAG_CONNECT_RESET   23
#define FLAG_IS_TURNABLE   24
#define FLAG_WALK_OFF   25
#define FLAG_FLY_ON   26
#define FLAG_FLY_OFF   27
#define FLAG_IS_USED_UP   28
#define FLAG_IDENTIFIED   29
#define FLAG_REFLECTING   30
#define FLAG_CHANGING   31
#define FLAG_SPLITTING   32
#define FLAG_HITBACK   33
#define FLAG_STARTEQUIP   34
#define FLAG_BLOCKSVIEW   35
#define FLAG_UNDEAD   36
#define FLAG_CAN_STACK   37
#define FLAG_UNAGGRESSIVE   38
#define FLAG_REFL_MISSILE   39
#define FLAG_REFL_SPELL   40
#define FLAG_NO_MAGIC   41
#define FLAG_NO_FIX_PLAYER   42
#define FLAG_IS_EVIL   43
#define FLAG_RUN_AWAY   45
#define FLAG_PASS_THRU   46
#define FLAG_CAN_PASS_THRU   47
#define FLAG_OUTDOOR   48
#define FLAG_UNIQUE   49
#define FLAG_NO_DROP   50
#define FLAG_INDESTRUCTIBLE   51
#define FLAG_CAST_SPELL   52
#define FLAG_USE_BOW   55
#define FLAG_USE_ARMOUR   56
#define FLAG_USE_WEAPON   57
#define FLAG_CONNECT_NO_PUSH   58
#define FLAG_CONNECT_NO_RELEASE   59
#define FLAG_READY_BOW   60
#define FLAG_XRAYS   61
#define FLAG_NO_APPLY   62
#define FLAG_IS_FLOOR   63
#define FLAG_LIFESAVE   64
#define FLAG_IS_MAGICAL   65
#define FLAG_ALIVE   66
#define FLAG_STAND_STILL   67
#define FLAG_RANDOM_MOVE   68
#define FLAG_ONLY_ATTACK   69
#define FLAG_WIZ   70
#define FLAG_STEALTH   71
#define FLAG_WIZPASS   72
#define FLAG_IS_LINKED   73
#define FLAG_CURSED   74
#define FLAG_DAMNED   75
#define FLAG_IS_BUILDABLE   76
#define FLAG_NO_PVP   77
#define FLAG_IS_THROWN   80
#define FLAG_IS_MALE   83
#define FLAG_IS_FEMALE   84
#define FLAG_APPLIED   85
#define FLAG_INV_LOCKED   86
#define FLAG_READY_WEAPON   90
#define FLAG_NO_SKILL_IDENT   91
#define FLAG_WAS_WIZ   92
#define FLAG_SEE_IN_DARK   93
#define FLAG_IS_CAULDRON   94
#define FLAG_DUST   95
#define FLAG_ONE_HIT   97
#define FLAG_DRAW_DOUBLE_ALWAYS   98
#define FLAG_BERSERK   99
#define FLAG_NO_ATTACK   100
#define FLAG_INVULNERABLE   101
#define FLAG_QUEST_ITEM   102
#define FLAG_IS_TRAPPED   103
#define FLAG_SYS_OBJECT   110
#define FLAG_USE_FIX_POS   111
#define FLAG_UNPAID   112
#define FLAG_HIDDEN   113
#define FLAG_MAKE_INVISIBLE   114
#define FLAG_MAKE_ETHEREAL   115
#define FLAG_IS_PLAYER   116
#define FLAG_IS_NAMED   117
#define FLAG_SPAWN_MOB   118
#define FLAG_NO_TELEPORT   119
#define FLAG_CORPSE   120
#define FLAG_CORPSE_FORCED   121
#define FLAG_PLAYER_ONLY   122
#define FLAG_NO_CLERIC   123
#define FLAG_ONE_DROP   124
#define FLAG_PERM_CURSED   125
#define FLAG_PERM_DAMNED   126
#define FLAG_DOOR_CLOSED   127
#define FLAG_IS_MISSILE   129
#define FLAG_DRAW_DIRECTION   130
#define FLAG_DRAW_DOUBLE   131
#define FLAG_IS_ASSASSINATION   132
#define FLAG_OBJECT_WAS_MOVED   133
#define FLAG_NO_SAVE   134

Detailed Description

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.

Note:
object_flag_names has text-representations of these flags, used for saving the flags and accessing them from Python plugin.
Warning:
The first 8 bit are used from the map2 cmd as direct mapped data. The order must stay as it is here!

Define Documentation

FLAG_ALIVE   66

Object can fight (or be fought).

Use

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.

Definition at line 1118 of file define.h.

FLAG_ANIMATE   11

The object is animated.

Use

Type(s) Description
Misc Object, Light Source, Applyable Light, Light Refill Object, Ability, 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 Floor, 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, the object is animated and animation is used.

Note: Some special objects will use an animation NOT as animation but as frame list. Examples are buttons (which frames are changed by the object status of the button). IS_TURNABLE will enable direction turning for some object types. These flags are all system related. Be VERY careful when changing them.

Definition at line 952 of file define.h.

FLAG_APPLIED   85

Object is ready for use by living objects.

Use

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.

Definition at line 1164 of file define.h.

FLAG_AUTO_APPLY   18

Will be applied when created (treasure chest for example).

Use

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.

Definition at line 972 of file define.h.

#define FLAG_BEEN_APPLIED   17

The object has been applied before.

Definition at line 969 of file define.h.

#define FLAG_BERSERK   99

Monster will attack closest living object, even friends.

Definition at line 1197 of file define.h.

#define FLAG_BLIND   4

Object cannot see the map with eyes, and cannot read books/scrolls/etc.

Definition at line 931 of file define.h.

FLAG_BLOCKSVIEW   35
FLAG_CAN_PASS_THRU   47

Object can pass through objects with FLAG_PASS_THRU set.

Use

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.

Definition at line 1064 of file define.h.

FLAG_CAN_ROLL   22

Object can be pushed.

Use

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.

Definition at line 984 of file define.h.

FLAG_CAN_STACK   37
FLAG_CAST_SPELL   52

Monster can cast spells.

Use

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.

Definition at line 1079 of file define.h.

#define FLAG_CHANGING   31

Changes to other_arch when anim is done.

Definition at line 1013 of file define.h.

#define FLAG_CONFUSED   1

Confused. Random direction when moving.

Definition at line 922 of file define.h.

#define FLAG_CONNECT_NO_PUSH   58

Connected object is not activated when 'pushed'.

Definition at line 1091 of file define.h.

#define FLAG_CONNECT_NO_RELEASE   59

Connected object is not activated when 'released'.

Definition at line 1094 of file define.h.

#define FLAG_CONNECT_RESET   23

If set and when connected object is triggered, the object will have the connection reset, so it doesn't need to wait for object that triggered the connection to move off.

Definition at line 989 of file define.h.

FLAG_CORPSE   120

If set, this monster will drop a corpse.

Use

Type(s) Description
Monster & NPC, Spawn Point Monster This monster will leave a corpse behind when it dies.

Definition at line 1248 of file define.h.

#define FLAG_CORPSE_FORCED   121

Force a corpse, even if the object that killed the monster was too high level for any experience.

Definition at line 1252 of file define.h.

FLAG_CURSED   74

The object is cursed.

Use

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.

Definition at line 1143 of file define.h.

FLAG_DAMNED   75

The object is _very_ cursed.

Use

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.

Definition at line 1146 of file define.h.

#define FLAG_DOOR_CLOSED   127

The object is a closer door.

Definition at line 1271 of file define.h.

#define FLAG_DRAW_DIRECTION   130

The object is shown based on its direction and the player's position.

Definition at line 1277 of file define.h.

#define FLAG_DRAW_DOUBLE   131

The object is drawn twice.

Definition at line 1280 of file define.h.

#define FLAG_DRAW_DOUBLE_ALWAYS   98

Always draw the object twice.

Definition at line 1194 of file define.h.

#define FLAG_DUST   95

Item is a powder.

Definition at line 1185 of file define.h.

#define FLAG_FLY_OFF   27

Object is applied when flying object leaves the tile.

Definition at line 1001 of file define.h.

FLAG_FLY_ON   26

Object is applied when flying object enters the tile.

Use

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.

Definition at line 998 of file define.h.

FLAG_FLYING   13

The object is flying.

Use

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.

Definition at line 957 of file define.h.

FLAG_FRIENDLY   15

The monster is friendly and will not attack other friendly objects.

Use

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.

Definition at line 963 of file define.h.

#define FLAG_HIDDEN   113

The object cannot be seen even with FLAG_SEE_INVISIBLE.

Definition at line 1223 of file define.h.

FLAG_HITBACK   33

Object will hit back when hit.

Use

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.

Definition at line 1023 of file define.h.

FLAG_IDENTIFIED   29
FLAG_INDESTRUCTIBLE   51

The item cannot be damaged.

Use

Type(s) Description
Amulet, Ring, Bracers, Brestplate Armour, Boots, Cloak, Girdle, Gloves, Helmet, Shield This item can't be damaged in any way (this includes special magic and also attacks).

Definition at line 1076 of file define.h.

#define FLAG_INV_LOCKED   86

Item will not be dropped from inventory.

Definition at line 1167 of file define.h.

FLAG_INVULNERABLE   101

Monster can't be killed, and enemies will not consider it for attacking.

Use

Type(s) Description
Monster & NPC, Spawn Point Monster This mob will never take any damage - so it can't die by damage.

Definition at line 1203 of file define.h.

#define FLAG_IS_ASSASSINATION   132

If this and slaying field is set, the object does 2.25 times more damage to race that of the 'slaying' field.

Definition at line 1284 of file define.h.

#define FLAG_IS_BUILDABLE   76

Used for floor: is the floor buildable?

Definition at line 1149 of file define.h.

FLAG_IS_CAULDRON   94

Container can make alchemical stuff.

Use

Type(s) Description
Container If set, the container can be used as an alchemical cauldron. The player can put ingredients inside, close it, cast alchemy and if his formulae is true, he'll get what he longed for.

Definition at line 1182 of file define.h.

#define FLAG_IS_ETHEREAL   6

Object is ethereal.

Definition at line 937 of file define.h.

#define FLAG_IS_EVIL   43

The object is evil.

Definition at line 1053 of file define.h.

FLAG_IS_FEMALE   84

Object is female.

Use

Type(s) Description
Monster & NPC, Spawn Point Monster This monster is female. You can create male, female and neuter monsters.

Definition at line 1161 of file define.h.

#define FLAG_IS_FLOOR   63

The object is a floor.

Definition at line 1106 of file define.h.

#define FLAG_IS_GOOD   7

Alignment flag.

Definition at line 940 of file define.h.

FLAG_IS_INVISIBLE   5
#define FLAG_IS_LINKED   73

The object is linked with other objects.

Definition at line 1140 of file define.h.

FLAG_IS_MAGICAL   65

Item is magical.

Use

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.

Definition at line 1115 of file define.h.

FLAG_IS_MALE   83

Object is male.

Use

Type(s) Description
Monster & NPC, Spawn Point Monster This monster is male. You can create male, female and neuter monsters.

Definition at line 1158 of file define.h.

#define FLAG_IS_MISSILE   129

Object is a missile (arrow, potion, magic bullet, etc).

Definition at line 1274 of file define.h.

#define FLAG_IS_NAMED   117

Object name is "unique"- for artifacts like Stormbringer.

Unique objects don't have a race or material (no "elven iron Stormbringer")

Definition at line 1237 of file define.h.

#define FLAG_IS_NEUTRAL   20

Neutrally aligned object.

Definition at line 978 of file define.h.

#define FLAG_IS_PLAYER   116

Object is a player.

Definition at line 1232 of file define.h.

#define FLAG_IS_READY   19

The object is readied (arrows, bolts, quivers, etc).

Definition at line 975 of file define.h.

#define FLAG_IS_THROWN   80

Object is designed to be thrown.

Definition at line 1155 of file define.h.

#define FLAG_IS_TRAPPED   103

Object is trapped, ie, there is a known trap inside the object's inventory. Used for map and below inventory, to mark containers like corpses where player found traps.

Definition at line 1211 of file define.h.

FLAG_IS_TURNABLE   24
#define FLAG_IS_USED_UP   28

The object will be removed when object::food reaches 0.

Definition at line 1004 of file define.h.

FLAG_LIFESAVE   64

Saves a player's life once, then destructs itself.

Use

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!

Definition at line 1112 of file define.h.

FLAG_MAKE_ETHEREAL   115

Makes the wearer ethereal.

Use

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).

Definition at line 1229 of file define.h.

FLAG_MAKE_INVISIBLE   114

Makes the wearer invisible.

Use

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.

Definition at line 1226 of file define.h.

#define FLAG_MONSTER   14

The object is a monster, golem, etc.

Definition at line 960 of file define.h.

#define FLAG_NO_APPLY   62

Avoids walk_on/fly_on events for this object.

Definition at line 1103 of file define.h.

FLAG_NO_ATTACK   100

Object will never attack.

Use

Type(s) Description
Monster & NPC, Spawn Point Monster This mob will never attack or fight back.

Definition at line 1200 of file define.h.

FLAG_NO_CLERIC   123
FLAG_NO_DROP   50

Object can't be dropped.

Use

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.

Definition at line 1073 of file define.h.

#define FLAG_NO_FIX_PLAYER   42

fix_player() won't be called.

Definition at line 1050 of file define.h.

FLAG_NO_MAGIC   41

Wizard-like spells cannot pass this tile.

Use

Type(s) Description
Misc Object, Light Source, Applyable Light, Light Refill Object, Ability, 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, Food, Drink, 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, Poison Food, Organic, Potion, Power Crystal, Projectile, Rune & Trap, Savebed, Shooting Weapon, Scroll, Shop Floor, 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 enabled, it is impossible for players to use spells on that spot.
Wall Restricts the use of spells to pass this wall. This takes effect only with <blocksview> disabled.
Gate Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.
Locked Door Restricting the use of spells to pass this door. This should be set in most cases.

Definition at line 1047 of file define.h.

FLAG_NO_PASS   10

Nothing can pass.

Use

Type(s) Description
Misc Object, Floor, Wall, Magic Wall If set, the object cannot be passed by players nor monsters.

Definition at line 949 of file define.h.

FLAG_NO_PICK   8
#define FLAG_NO_PVP   77

PvP is disabled on the tile this object is on.

Definition at line 1152 of file define.h.

#define FLAG_NO_SAVE   134

Don't save this object - remove it before we save.

Definition at line 1290 of file define.h.

#define FLAG_NO_SKILL_IDENT   91

If set, won't get exp for reading the book.

Definition at line 1173 of file define.h.

FLAG_NO_TELEPORT   119
#define FLAG_OBJECT_WAS_MOVED   133

Internally used from remove_ob() and insert_xx().

Definition at line 1287 of file define.h.

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.

Use

Type(s) Description
Misc Object, Light Source, Applyable Light, Light Refill Object, Ability, Altar, Altar Trigger, Amulet, Ring, Bracers, Brestplate Armour, Boots, Cloak, Girdle, Gloves, Clock, Helmet, Shield, Book, Button, Trigger Button, Container, Converter, 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 Floor, 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 this flag is set for an item inside monster's quest_container with the quest being quest item type, the player will only be able to get this item once.
Creator Makes the creator check for already existing objects on top of it before creating. Avoids creating lots of duplicates if no-one picks the items up.

Definition at line 1262 of file define.h.

FLAG_ONE_HIT   97

Monster can only hit once, then evaporates.

Use

Type(s) Description
Monster & NPC, Spawn Point Monster Monsters with <one hit only> dissapear after one successful hit to a player.

Definition at line 1191 of file define.h.

#define FLAG_ONLY_ATTACK   69

Monster will evaporate if there is no enemy.

Definition at line 1127 of file define.h.

#define FLAG_OUTDOOR   48

Outdoor tile.

Definition at line 1067 of file define.h.

#define FLAG_PARALYZED   2

Paralyzed, cannot do various movement-related actions.

Definition at line 925 of file define.h.

FLAG_PASS_THRU   46

Objects with can_pass_thru can pass through this object as if it wasn't there.

Use

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.

Definition at line 1061 of file define.h.

FLAG_PERM_CURSED   125
FLAG_PERM_DAMNED   126
FLAG_PLAYER_ONLY   122
#define FLAG_QUEST_ITEM   102

Special quest object.

Definition at line 1206 of file define.h.

FLAG_RANDOM_MOVE   68

Monster will move randomly.

Use

Type(s) Description
Monster & NPC, Spawn Point Monster Monsters with this flag enabled move around at random.

Definition at line 1124 of file define.h.

#define FLAG_READY_BOW   60

Monster has a readied bow.

Definition at line 1097 of file define.h.

#define FLAG_READY_WEAPON   90

Player has a weapon readied.

Definition at line 1170 of file define.h.

FLAG_REFL_MISSILE   39

Object will reflect missiles.

Use

Type(s) Description
Misc Object, Light Source, Applyable Light, Light Refill Object, Ability, Altar, Altar Trigger, Clock, 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 Floor, Shop Mat, Sign & MagicMouth, Special Key, Spellbook, Spinner, Swamp, Teleporter, Trapdoor, Treasure, Random Drop Container, Wand & Staff, Event Object, Map Event Object, Waypoint Object, Quest Container, Beacon, Client Map Info Object will reflect missiles.
Amulet, Ring, Bracers, Brestplate Armour, Boots, Cloak, Girdle, Gloves, Helmet, Shield, Weapon

If a player is wearing any piece of equipment with 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.

Definition at line 1041 of file define.h.

FLAG_REFL_SPELL   40

Object will reflect spells.

Use

Type(s) Description
Misc Object, Light Source, Applyable Light, Light Refill Object, Ability, Altar, Altar Trigger, Clock, 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 Floor, Shop Mat, Sign & MagicMouth, Special Key, Spellbook, Spinner, Swamp, Teleporter, Trapdoor, Treasure, Random Drop Container, Wand & Staff, Event Object, Map Event Object, Waypoint Object, Quest Container, Beacon, Client Map Info Object will reflect spells.
Amulet, Ring, Bracers, Brestplate Armour, Boots, Cloak, Girdle, Gloves, Helmet, Shield, Weapon

If a player is wearing any piece of equipment with 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 cheaply!

Definition at line 1044 of file define.h.

#define FLAG_REFLECTING   30

Object reflects from walls (lightning, missiles).

Definition at line 1010 of file define.h.

#define FLAG_REMOVED   16

Object is not in any map or inventory.

Definition at line 966 of file define.h.

#define FLAG_RUN_AWAY   45

Object runs away from nearest player but can still attack from distance.

Definition at line 1057 of file define.h.

#define FLAG_SCARED   3

Monster is scared.

Definition at line 928 of file define.h.

FLAG_SEE_IN_DARK   93

If set object can see even in darkness.

Use

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.

Definition at line 1179 of file define.h.

FLAG_SEE_INVISIBLE   21

Can see invisible objects.

Use

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.

Definition at line 981 of file define.h.

FLAG_SLEEP   0

Monster is sleeping. While active, the monster's visibility range is reduced.

Use

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.

Definition at line 919 of file define.h.

FLAG_SLOW_MOVE   12

Uses the living::exp to slow down movement.

Use

Type(s) Description
Damager If set, 'slow movement penalty' will take effect.
Swamp If set, 'slow movement penalty' will take effect.

Definition at line 955 of file define.h.

#define FLAG_SPAWN_MOB   118

Monsters with this flag are created by spawn point and have a spawn info object inside inventory.

Definition at line 1241 of file define.h.

FLAG_SPLITTING   32

Object splits into stats.food other objs.

Todo:
Remove?

Use

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.

Definition at line 1020 of file define.h.

FLAG_STAND_STILL   67

Monster will never, ever move.

Use

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.

Definition at line 1121 of file define.h.

FLAG_STARTEQUIP   34

Object will disappear when dropped.

Use

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.

Definition at line 1026 of file define.h.

FLAG_STEALTH   71

Allows players to pass quietly past monsters, with less chance of the monsters noticing the player.

Use

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.

Definition at line 1134 of file define.h.

FLAG_SYS_OBJECT   110
FLAG_UNAGGRESSIVE   38

Monster doesn't attack enemies, only if it's attacked first.

Use

Type(s) Description
Monster & NPC, Spawn Point Monster <unaggressive> monsters do not attack players unless attacked first.

Definition at line 1038 of file define.h.

FLAG_UNDEAD   36

Monster is undead.

Use

Type(s) Description
Monster & NPC, Spawn Point Monster Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.

Definition at line 1032 of file define.h.

FLAG_UNIQUE   49

Item is unique.

Use

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.

Definition at line 1070 of file define.h.

FLAG_UNPAID   112
FLAG_USE_ARMOUR   56

Monster can wear armour like shields, plate mails, helms, etc.

Use

Type(s) Description
Monster & NPC, Spawn Point Monster The monster will look for an armour to use.

Definition at line 1085 of file define.h.

FLAG_USE_BOW   55

Monster can fire bows.

Use

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.

Definition at line 1082 of file define.h.

#define FLAG_USE_FIX_POS   111

When putting an object on map, do it exactly on position.

Definition at line 1217 of file define.h.

FLAG_USE_WEAPON   57

Monster can wield weapons.

Use

Type(s) Description
Monster & NPC, Spawn Point Monster The monster will look for an usable weapon in its inventory, to improve its damage.

Definition at line 1088 of file define.h.

FLAG_WALK_OFF   25

Object is applied when left.

Use

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.

Definition at line 995 of file define.h.

FLAG_WALK_ON   9

Applied when it's walked upon.

Use

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.

Definition at line 946 of file define.h.

#define FLAG_WAS_WIZ   92

Player was once a DM.

Definition at line 1176 of file define.h.

#define FLAG_WIZ   70

Player is a DM.

Definition at line 1130 of file define.h.

#define FLAG_WIZPASS   72

The wizard can go through walls.

Definition at line 1137 of file define.h.

FLAG_XRAYS   61

X-ray vision.

Use

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.

Definition at line 1100 of file define.h.