List of the object flags and their meaning.
| Name | Details |
|---|---|
| f_sleep | Monster is sleeping. While active, the monster's visibility range is reduced. |
| f_confused | Confused. Random direction when moving. |
| f_scared | Monster is scared. |
| f_is_blind | Object cannot see the map with eyes, and cannot read books/scrolls/etc. |
| f_is_invisible | Can only be see by objects with FLAG_SEE_INVISIBLE. |
| f_is_ethereal | Object is ethereal. |
| f_is_good | Alignment flag. |
| f_no_pick | Object can't be picked up. |
| f_walk_on | Applied when it's walked upon. |
| f_no_pass | Nothing can pass. |
| f_is_animated | The object is animated. |
| f_slow_move | Uses the living::exp to slow down movement. |
| f_flying | The object is flying. |
| f_monster | The object is a monster, golem, etc. |
| f_friendly | The monster is friendly and will not attack other friendly objects. |
| f_been_applied | The object has been applied before. |
| f_auto_apply | Will be applied when created (treasure chest for example). |
| f_treasure | |
| f_is_neutral | Neutrally aligned object. |
| f_see_invisible | Can see invisible objects. |
| f_can_roll | Object can be pushed. |
| f_generator | |
| f_is_turnable | Object will change face with direction. |
| f_walk_off | Object is applied when left. |
| f_fly_on | Object is applied when flying object enters the tile. |
| f_fly_off | Object is applied when flying object leaves the tile. |
| f_is_used_up | The object will be removed when object::food reaches 0. |
| f_identified | The object is identified. |
| f_reflecting | Object reflects from walls (lightning, missiles). |
| f_changing | Changes to other_arch when anim is done. |
| f_splitting | Object splits into stats.food other objs.
|
| f_hitback | Object will hit back when hit. |
| f_startequip | Object will disappear when dropped. |
| f_blocksview | Object blocks view. |
| f_undead | Monster is undead. |
| f_can_stack | The object can stack. |
| f_unaggressive | Monster doesn't attack enemies, only if it's attacked first. |
| f_reflect_missile | Object will reflect missiles. |
| f_reflect_spell | Object will reflect spells. |
| f_no_magic | Wizard-like spells cannot pass this tile. |
| f_no_fix_player | fix_player() won't be called. |
| f_is_evil | The object is evil. |
| f_tear_down | |
| f_run_away | Object runs away from nearest player but can still attack from distance. |
| f_pass_thru | Objects with can_pass_thru can pass through this object as if it wasn't there. |
| f_can_pass_thru | Object can pass through objects with FLAG_PASS_THRU set. |
| f_pick_up | |
| f_unique | Item is unique. |
| f_no_drop | Object can't be dropped. |
| f_is_indestructible | The item cannot be damaged. |
| f_can_cast_spell | Monster can cast spells. |
| f_can_use_scroll | |
| f_can_use_range | |
| f_can_use_bow | Monster can fire bows. |
| f_can_use_armour | Monster can wear armour like shields, plate mails, helms, etc. |
| f_can_use_weapon | Monster can wield weapons. |
| f_can_use_ring | |
| f_has_ready_range | |
| f_has_ready_bow | Monster has a readied bow. |
| f_xrays | X-ray vision. |
| f_is_floor | The object is a floor. |
| f_lifesave | Saves a player's life once, then destructs itself. |
| f_is_magical | Item is magical. |
| f_alive | Object can fight (or be fought). |
| f_stand_still | Monster will never, ever move. |
| f_random_move | Monster will move randomly. |
| f_only_attack | Monster will evaporate if there is no enemy. |
| f_wiz | Player is a DM. |
| f_stealth | Allows players to pass quietly past monsters, with less chance of the monsters noticing the player. |
| f_cursed | The object is cursed. |
| f_damned | The object is _very_ cursed. |
| f_is_buildable | Used for floor: is the floor buildable? |
| f_no_pvp | PvP is disabled on the tile this object is on. |
| f_can_use_skill | |
| f_is_thrown | Object is designed to be thrown. |
| f_is_vul_sphere | |
| f_is_proof_sphere | |
| f_is_male | Object is male. |
| f_is_female | Object is female. |
| f_applied | Object is ready for use by living objects. |
| f_inv_locked | Item will not be dropped from inventory. |
| f_is_wooded | |
| f_is_hilly | |
| f_has_ready_skill | |
| f_has_ready_weapon | Player has a weapon readied. |
| f_no_skill_ident | If set, won't get exp for reading the book. |
| f_was_wiz | Player was once a DM. |
| f_can_see_in_dark | If set object can see even in darkness. |
| f_is_cauldron | Container can make alchemical stuff. |
| f_is_dust | Item is a powder. |
| f_no_steal | |
| f_one_hit | Monster can only hit once, then evaporates. |
| f_berserk | Monster will attack closest living object, even friends. |
| f_no_attack | Object will never attack. |
| f_invulnerable | Monster can't be killed, and enemies will not consider it for attacking. |
| f_quest_item | Special quest object. |
| f_is_trapped | Object is trapped, ie, there is a known trap inside the object's inventory. Used for map and below inventory, to mark containers like corpses where player found traps. |
| f_is_vul_elemental | |
| f_is_proof_elemental | |
| f_is_vul_magic | |
| f_is_proof_magic | |
| f_is_vul_physical | |
| f_is_proof_physical | |
| f_sys_object | The object cannot be seen by anyone except DMs. |
| f_use_fix_pos | When putting an object on map, do it exactly on position. |
| f_unpaid | Object hasn't been paid for yet. |
| f_make_invisible | Makes the wearer invisible. |
| f_make_ethereal | Makes the wearer ethereal. |
| f_is_player | Object is a player. |
| f_is_named | Object name is "unique"- for artifacts like Stormbringer.Unique objects don't have a race or material (no "elven iron Stormbringer") |
| f_no_teleport | Objects with this flag will not be teleported by teleporters unless they are in inventory of an object without this flag. |
| f_corpse | If set, this monster will drop a corpse. |
| f_corpse_forced | Force a corpse, even if the object that killed the monster was too high level for any experience. |
| f_player_only | Only players can enter the tile with object that has this flag. |
| f_no_cleric | No priest spells can be cast on this tile. |
| f_one_drop | One drop item. Used for quests, where the quest item with this flag set will never drop more than once for one player. |
| f_cursed_perm | Object is permanently cursed. |
| f_damned_perm | Object is permanently damned. |
| f_door_closed | The object is a closer door. |
| f_is_missile | Object is a missile (arrow, potion, magic bullet, etc). |
| f_is_assassin | If this and slaying field is set, the object does 2.25 times more damage to race that of the 'slaying' field. |
| f_no_save | Don't save this object - remove it before we save. |
1.6.2