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Atrinik Server 2.5
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The purpose of a sign or magic mouth is to display a certain message to the player. There are three ways to have the player get this message:
The player walking onto it (magic mouth), the player pressing apply (sign) or the player triggering a button/handle/etc (magic mouth).
Type defined by:
| Attribute | Field | Description |
|---|---|---|
| activate by flying | FLAG_FLY_ON | If set, the player gets the message when flying (=levitating) ontop of the object. Usually this should be set together with walk_on. |
| activate by walking | FLAG_WALK_ON | 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. |
| adjacent direction | FLAG_SPLITTING | If direction is set and this is set as well, two adjacent directions will be considered instead of just the one direction. |
| align | obj::align | X align of the object on the map. |
| alpha | obj::alpha | Alpha value of the object. |
| 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. |
| connection | connection value | When a connection value is set, the message will be printed whenever the connection is triggered. This should be used in combination with <invisible> enabled and <activate by walking/flying> disabled. If activating your magic mouth this way, the message will not only be printed to one player, but all players on the current map. |
| counter | liv::food | If a counter value is set (greater than zero), the sign/magic mouth can be applied (printing the message) only that many times. For signs this really shouldn't be used, while for magic mouths it is extremely helpful. Monsters walking over the magic mouth do not decrease the counter. Often, you might want to have a message displayed only once. For example: The player enters your map and you put a magic mouth to tell him about the monsters and how dangerous they look and all. Later, when all the monsters are killed and the player leaves the map, displaying the same message a second time would be silly. <counter> 1 does a perfect job in such cases. Otherwise set <counter> zero/unset for infinite use (that is the default). |
| 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. |
| 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. |
| 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. |
| 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. |
| ignore connection push | obj::connect_no_push | If set, connection triggers that were done because something (such as a button being pressed) was pushed will be ignored. |
| ignore connection release | obj::connect_no_release | If set, connection triggers that were done because something (such as a button being unpressed) was released will be ignored. |
| 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. |
| match = having | obj::last_sp | Enabled means having that object is a match. Disabled means not having that object is a match. |
| match = slaying field | liv::sp | Enabled means key text is compared to the slaying field of an object and NOT to the name. |
| match arch name | obj::race | This string specifies the object we are looking for: We have a match if the player does/don't carry an object of archetype <match arch name>. |
| match key string | obj::slaying | This string specifies the object we are looking for: We have a match if the player does/don't carry a key object or a mark with identical <key string>. This string is compared to the name of an object. If the "match = slaying field" is set, the text is compared to the slaying field of the object we search for. This can make sense if we really want avoid any problems with user set names of objects. |
| match type | liv::hp | This value specifies the object we are looking for: We have a match if the player does/don't carry an object that is of type <match type>. |
| 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. |
| message | obj::msg | This text will be displayed to the player. |
| 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. |
| 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. |
| 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. |
| use book GUI | FLAG_XRAYS | 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. |
| 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. |
| zoom | obj::zoom | How much to zoom the object on the map. |
1.7.4