Atrinik Server  4.0
Type(s) Description
Container If <key string> is set, only players with a special key of matching <key string> are able to open the container.
Duplicator Only objects of matching archetype, lying on top of the duplicator will be duplicated, multiplied or removed. All other objects will be ignored.
Exit

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 "world_0304"). Use relative paths whenever possible! Note that upper/lower case must always be set correctly. However, please use lower case only.

If the path is not set, it is automatically assumed to be the same as the map the exit is on.

Handle If <key string> is set, only players with a special key of matching <key string> are able to activate the handle.
Inventory Checker 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.
Door The <key string> in the door must be identical with the <key string> in the special key, then the door is unlocked. It is VERY important to set the <key string> to something that is unique among the Atrinik maps.
Magic Mirror

The map path the magic mirror is pointing to. Can be either absolute or relative map path.

If not set, the current map path is used.

Marker If set, the marker with this key string will be removed when the player passes over the marker.
Pedestal, Detector Name of the object to match.
Projectile

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.

Sign 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.
Key This string must be identical with the <key string> in the locked door, then it can be unlocked. It can also be used to trigger inventory checkers.
Teleporter

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".

Weapon 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 are hit with triple damage.
Event Object This string is given the event as option string.
Map Event Object This string is given the map event as option string.
Waypoint Object

Path to destination map. Leave blank to use current map.

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.

Client Map Info Color of the outline in HTML notation (default is red, or #ff0000).
Map Info Override map music – same format as in map properties. Use 'no_music' to disable any map properties music.