Magic walls fire spells in a given direction, in regular intervals.
Magic walls can contain any spell. However, some spells do not operate very successfully in them. The only way to know is to test the spell you want to use with a wall.
Type defined by:
| Attribute | Field | Description |
|---|---|---|
| anim speed | obj::anim_speed | How fast to play this animation. |
| animation | obj::animation_id | The animation-name defines what animation is displayed for this object in-game. Note that a set animation will overrule the face. |
| armour class | liv::ac | A magic wall of high <armour class> is less likely to get hit from an opponent. <armour class> can be considered the "counterpiece" to <weapon class>. |
| 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 of it. |
| blocking passage | FLAG_NO_PASS | If set, the object cannot be passed by players nor monsters. |
| can reflect missiles | FLAG_CAN_REFL_MISSILE | Object can reflect missiles. See reflect missiles. |
| can reflect spells | FLAG_CAN_REFL_SPELL | Object can reflect spells. See reflect spells. |
| casting on/off | obj::last_eat | If set the wall is "on" and casts spells - if not set the wall is "off" and doesn't cast spells (but can be turned on). |
| casting speed | obj::speed | The <casting speed> defines the spellcasting speed of the wall. You can fine-tune how long the duration between two casts shall be. |
| connection | connection value | Every time the <connection> value is triggered, the wall will cast it's spell. You should set <casting speed> to zero, or this won't have much visible effect. |
| cursed | FLAG_CURSED | The item is cursed. This object can't be removed when wielded or worn (without uncursing it). Remove curse will remove this flag. |
| damned | FLAG_DAMNED | Stronger form of curse. Item can't be removed when wielded or worn. Remove damnation will remove this flag. |
| direction | obj::direction | The object's direction. |
| ethereal can pass | FLAG_PASS_THRU | 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. |
| glow radius | obj::glow_radius | If <glow radius> is set to a value greater than 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. |
| hitpoints | liv::hp | The more <hitpoints> the wall has, the longer it takes to be destroyed. |
| identified | FLAG_IDENTIFIED | If an item is identified, the player has full knowledge about it. |
| image | obj::face | The image name defines what image is displayed for this object in-game. |
| inv. system object | FLAG_SYS_OBJECT | Marks an object as system object. System objects are ALWAYS invisible and hidden from the players. System objects are put in layer 0. |
| invisible | FLAG_IS_INVISIBLE | Generally makes the object invisible. Invisible objects will be shown if the player has "see invisible" (from an item). To hide objects totally from detection, use "sys_object". |
| is animated | FLAG_ANIMATE | 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. |
| is destroyable | FLAG_ALIVE | 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. |
| is turnable | FLAG_IS_TURNABLE | System flag. Object can be turned into directions. |
| layer | obj::layer | This is the map layer the object will put in. The selected layer will affect where and how this object is shown on client side. Layer 0 is reserved for sys_object type objects and will NEVER be shown on client side. Layer 1 is for floor objects and layer 2 for floor masks. Layer 3 and 4 are for items on the ground. Layer 5 is for walls, layer 6 is reserved for players and layer 7 is for spell effects and high flying/visible objects like arrows. |
| magical | FLAG_IS_MAGICAL | 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. |
| material | obj::material_real | The material defines the exact material of which the object consists. It is much more specific than <material class>, however only one material can be selected, not multiple. <material> is not required to be set, it can be left 'undefined'. |
| material class | obj::material | This bitmask-value informs the player of which basic material(s) the object consists. Material class does also affect how likely the object can be destroyed by hazardous spell-effects, like firestorm. |
| max hitpoints | liv::maxhp | <Max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health. |
| name | obj::name | This is the name of the object, displayed to the player. |
| no prayers | FLAG_NO_CLERIC | If enabled, it is impossible for players to use prayers on that spot. |
| no spells | FLAG_NO_MAGIC | If enabled, it is impossible for players to use spells on that spot. |
| no teleport | FLAG_NO_TELEPORT | Marks an object as no teleport object. A no teleport object can't be teleported by teleporter except if the object is inside the inventory of another object which can be teleported. |
| non-pickable | FLAG_NO_PICK | If set, the object cannot be picked up (neither by players nor monsters). |
| number | obj::nrof | This value determines the number of objects in one stack (for example: 100 goldcoins => "number = 100"). You should set this at least to one, for any pickable object - otherwise it won't be mergeable into a stack. |
| one drop | FLAG_ONE_DROP | In the moment a player gets or applies this item, it will be flagged as godgiven and vanish when dropped to the ground. If this flag is set for an item inside monster's quest_container with the quest being quest item type, the player will be able to find the item again, should he lose it. |
| permanent cursed | FLAG_PERM_CURSED | The item is permanently cursed. If this flag is set, applying or unapplying it will set "cursed 1" again. This flag can't be removed by remove curse. |
| permanent damned | FLAG_PERM_DAMNED | The item is permanently damned. If this flag is set, applying or unapplying it will set "damned 1" again. This flag can't be removed by remove damnation. |
| player only | FLAG_PLAYER_ONLY | If set, only players can enter the tile the object with this flag is on. |
| spell | liv::dam | The magic wall will cast this <spell>. |
| spell level | obj::level | The wall will cast it's spells at level <spell level>. "level 1" walls cast spells at minimal strength. "level 110" walls cast deadly spells. Arch default is level 1 - you should always set this value to meet the overall difficulty of your map. |
| stackable | FLAG_CAN_STACK | If set, the item can be stacked. Careful, don't use on rings or other applyable items, it will lead to side effects. Missiles are designed to be used as stacks for example. |
| start speed | obj::speed_left | When an active object (with 'speed' being non-zero) is put on a map, this value is used as counter. Every 'tick', 'speed' (if negative, value is turned positive before) is added to this value - if it is bigger than 0 the object 'will do something' and this counter is decreased with -1.0. By default a normal object will be put on the map with start speed 0. It 'will do something' with the next coming 'tick'. Setting this value to -1.0 will put it on map but wait one full 'lifetime' round until it does something. A 'fire object' should be put on map with start speed 0 - it should try to burn something in the moment it comes in the game. A bomb for example should be put with speed -1.0 on the map - it will stay then on map until the bomb becomes active - it explodes. The 'lifetime' round is determinated by speed. A speed of 1.0 will give a 'lifetime' round of 1 tick - a speed of 0.01 100 ticks. Special case: A negative speed value will add to start speed a random value between 0.0 to 0.9 . So, a speed of -0.1 with a start speed of -1.0 will result in speed 0.1 and start speed between -1.0 and -0.1. This is useful to let a row of same objects act in different tick ranges. |
| sub type | obj::sub_type1 | This important value is used to define "sub types" for objects of the same object type. Examples are weapons, which are all from type WEAPON but can be different sub types like slash, cleave, two-handed, polearms and so on. This value goes to the client too. Warning: Not all objects have a sub type and changing it without care can corrupt server AND/OR the clients. Normally this is not a subject to change outside arch definition. |
| title | obj::title | This is the object's title. Once an object is identified the title is attached to the name. Typical titles are "of Yordan", "of xray vision" etc. |
| turn steps | liv::maxsp | If set and a connected object without "last_eat 1" gives signal, the magic wall turns this steps. |
| unpaid | FLAG_UNPAID | An <unpaid> item cannot be used unless the player carried it over a shop mat, paying the demanded price. Setting this flag makes sense only for items inside shops. |
| value | obj::value | Change an object's value. |
| weight | obj::weight | This value defines the object's weight in gram (1000g is 1kg). Objects with zero weight are not pickable for players. Still, set the "non-pickable" flag for explicitly non-pickable objects. |
1.6.2