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Atrinik Server 2.5
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Projectiles like arrows/crossbow bolts are used as ammunition for shooting weapons.
It's very easy to add new pairs of weapons & projectiles. Just set matching <ammunition class> both for shooting weapon and projectile.
Type defined by:
| Attribute | Field | Description |
|---|---|---|
| align | obj::align | X align of the object on the map. |
| alpha | obj::alpha | Alpha value of the object. |
| ammunition class | obj::race | Only shooting weapons with matching <ammunition class> (and matching <ammunition type>) can fire these projectiles. For arrows set "arrows", for crossbow bolts set "crossbow bolts" (big surprise). You can also make special containers holding these projectiles by setting the <container class> to match your <ammunition class>. |
| ammunition type | obj::sub_type1 | The <ammunition type> defines what kind of shooting weapon is able to fire these projectiles. Note that the <ammunition class> has to match as well. |
| 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. |
| 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. |
| 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. |
| damage | liv::dam | The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon's attributes. |
| damned | FLAG_DAMNED | Stronger form of curse. Item can't be removed when wielded or worn. Remove damnation will remove this flag. |
| description | obj::msg | This text may describe the projectile. This could be nice for very special ones. |
| direction | obj::direction | The object's direction. |
| direction based drawing | obj::draw_direction | If enabled, the object will be shown depending on its direction and player's position. Usually used by wall decoration so the decoration doesn't appear from both sides of the wall. |
| don't drop | FLAG_NO_DROP | 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. |
| 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. |
| god-given item | FLAG_STARTEQUIP | A god-given item vanishes as soon as the player drops it to the ground. |
| height | obj::z | Adjusts Y position of the object as it appears on the map. |
| 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. |
| magic bonus | obj::magic | Magic bonus increases chance to hit and damage a little bit. |
| 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 | 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. |
| 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. |
| reflect missiles | FLAG_REFL_MISSILE | Object will reflect missiles. |
| reflect spells | FLAG_REFL_SPELL | Object will reflect spells. |
| shooting speed | obj::last_grace | After shooting the player can't do a second shoot for some time. This value + the bow shooting delay (different bows can have different delay) will determine the time the player must wait. The value is in ticks. 8 ticks are one second. |
| slaying race | obj::slaying | Slaying means the weapon does triple (3x) damage to monsters of the specified race. If <slaying race> matches an arch name, only monsters of that archetype receive triple damage. Triple damage is very effective, especially on higher levels. |
| 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. |
| throw/shooting range | obj::last_sp | This value is supposed to be the base <throw or shooting range>. For ammunition like arrows or bolts, the value is a base value which is added to the shooting weapon base value (bow, crossbow, sling). |
| 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 item | FLAG_UNIQUE | Unique items exist only one time on a server. If the item is taken, lost or destroyed - it's gone for good. |
| 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. |
| weaponclass | liv::wc | This value is supposed to be the base <weaponclass>. |
| 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. |
| zoom | obj::zoom | How much to zoom the object on the map. |
1.7.4