Description

When the player applies an exit, he is transferred to a different location.

Depending on how it is set, the player applies the exit just by walking into it, or by pressing apply when standing on the exit.

Type defined by:

Attributes

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.
apply by flying FLAG_FLY_ON If set, the player will apply the exit by "flying into it". Flying means the player is levitating. E.g. wearing levitation boots.
apply by walking FLAG_WALK_ON 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.
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.
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.
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.
destination X liv::hp The exit destinations define the map coordinates where the exit leads to.
destination Y liv::sp The exit destinations define the map coordinates where the exit leads to.
direction obj::direction The object's direction.
exit message obj::msg If set, this message will be displayed to the player when he applies the exit. This is quite useful to throw in some "role-play feeling": "As you enter the dark cave you hear the sound of rustling dragonscales...".
exit path obj::slaying

The exit path defines the map that the player is transferred to.

You can enter an absolute path, beginning with '/' (for example "/tutorial"). It can also be a relative path, not beginning with '/' (on the map "/shattered_islands/world_0303" for example I could use the relative path "0304"). Use relative paths whenever possible! Note that upper/lower case must always be set correctly. However, please use lower case only.

It is well possible to have an exit pointing to the same map that the exit is on. If slaying is not set in an exit, the player will see a message like "The exit is closed".

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.
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 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.
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.
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.
unique destination obj::last_eat

This flag defines the destined map as "personal unique map". If set, there will be a seperate version of that map for every player out there. This feature is used for the permanent apartments.

It should not be used for anything else other than apartments, since Atrinik is a multiplayer game.

An exit pointing outside of a personal unique map must have the "unique destination" flag unset.

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.

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