<![CDATA[ An applyable light source for a player or monster. It has a three way apply chain: First time light the object, second time put it in the hand, third time unapply and extinguish the light.
Type defined by:
Attribute | Field | Description |
|---|---|---|
anim speed | How fast to play this animation. | |
animation | The animation-name defines what animation is displayed for this object in-game. Note that a set animation will overrule the face. | |
block view | 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 | Object can reflect missiles. See reflect missiles. | |
can reflect spells | Object can reflect spells. See reflect spells. | |
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 | Stronger form of curse. Item can't be removed when wielded or worn. Remove damnation will remove this flag. | |
direction | The object's direction. | |
glow radius | If <glow radius> is set to a value not zero, the object appears lit up on dark maps. The higher the value, the more light does the object emit. The current reasonable max value is 9. If the value is 0, the light can't be lit and can't be applied. This is used for burned out lights like torches. If the value is negative, this object will invoke darkness. | |
identified | If an item is identified, the player has full knowledge about it. | |
image | The image name defines what image is displayed for this object in-game. | |
inv. system 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 | 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 | 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 | System flag. Object can be turned into directions. | |
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. | |
light on | Applyable light can be turned on or off. The value above will determinate how and then it's copied to this value. If this value is 0 (default) the light is off - every other value means on. This value is normally autoset when applied but can be set by map makers to simulate light on. | |
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 | 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 | 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. ticks of light | <Max. Ticks of Light> defines the maximal value of <Ticks of Light>. This is normally used from refilling light sources. | |
name | This is the name of the object, displayed to the player. | |
no prayers | If enabled, it is impossible for players to use prayers on that spot. | |
no spells | If enabled, it is impossible for players to use spells on that spot. | |
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 | If set, the object cannot be picked up (neither by players nor monsters). | |
number | 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 | 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 | 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 | 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 | If set, only players can enter the tile the object with this flag is on. | |
stackable | 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. | |
sub type | 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. | |
ticks of light | <Ticks of Light> defines how long the object will give light before it wears out. Some lights can be refilled, some not. | |
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. | |
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 | Change an object's value. | |
wear out | If set this light will wear out. If not set, it is a permanent light and <Ticks of Light> counter is ignored. | |
wear out change | If a light source wears out, it checks this value. If it set, the object changes to this new object. This happens with torches - after they wear out, they change to burned out torches which can't be re-lit or refilled. | |
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. |
1.6.1