Atrinik Server  4.0
Python game object type constants

Python game object type constants

List of the Python plugin game object type constants and their meaning.

Name Details Notes
BULLET A fired spell bullet.
ROD

Rod.

See Rod

TREASURE

An object that will generate treasure.

See Treasure

POTION

Potion.

See Potion

FOOD

Food.

See Food

REGION_MAP Region map.
BOOK

Book.

See Book

CLOCK

Clock. Shows the in-game time.

See Clock

MATERIAL Material used for the construction skill.
DUPLICATOR

Duplicator.

See Duplicator

LIGHTNING Lightning.
ARROW

An arrow.

See Projectile

BOW

Bow.

See Shooting Weapon

WEAPON

Weapon.

See Weapon

ARMOUR

Armour.

See Brestplate Armour

PEDESTAL

Pedestal.

See Pedestal

CONFUSION Confusion force.
DOOR

Door.

See Door

KEY

Key to unlock a locked door.

See Key

MAP Map object. Used internally.
MAGIC_MIRROR

A magic mirror which allows you to see objects on a different coordinate.

See Magic Mirror

SPELL Spell information object.
SHIELD

Shield.

See Shield

HELMET

Helmet.

See Helmet

GREAVES
MONEY

Money (copper, silver, etc).

See Money

CLASS
GRAVESTONE
AMULET

An amulet.

See Amulet

PLAYER_MOVER

Object fields and flags used by this type.

Field/Flag Explanation
object::direction Direction the activating object will be moved to, if zero, a random one will be chosen. Perhaps useful for a dance club.
object::speed How often it will move objects.
FLAG_LIFESAVE If set, it'll disappear after living::hp + 1 moves.
living::maxsp, living::sp If both are set, it'll paralyze the victim for living::maxsp * his speed / object::speed

Player mover.

See Mover

CREATOR

Object fields and flags used by this type.

Field/Flag Explanation
connected What connection number will trigger the creator.
living::hp How many times it may create before stopping.
FLAG_LIFESAVE If set, it'll never disappear but will go on creating everytime it's triggered.
object::other_arch The object to create on top of the creator.

Creator object.

See Creator

SKILL Skill object.
BLINDNESS Blindness force object.
GOD God.
DETECTOR

Object fields and flags used by this type.

Field/Flag Explanation
object::slaying Name of the thing the detector is to look for.
object::speed Frequency of 'glances'.
connected Connected value of detector.
living::sp 1 if detection sets buttons, -1 if detection unsets buttons.

Detector is an object which notices the presence of another object and is triggered like buttons.

See Detector

SKILL_ITEM Item required to be equipped in order to use a skill.
DEAD_OBJECT Players become a DEAD_OBJECT when they logout.
DRINK

Drink.

See Drink

MARKER

Object fields and flags used by this type.

Field/Flag Explanation
living::hp How many times the marker will work. If zero, infinite, otherwise every time the marker grants a mark, the value is decremented and when reached zero, the marker is removed.

Inserts an invisible, weightless force into a player with a specified string.

See Marker

HOLY_ALTAR

Holy altar.

See Holy Altar

PEARL Pearl.
GEM

Gem.

See Gems

SOUND_AMBIENT

Ambient sound effect.

See Ambient Sound Effect

FIREWALL

Fire wall.

See Magic Wall

CHECK_INV

Inventory checker.

See Inventory Checker

EXIT

Stairs, holes, portals, etc.

See Exit

SHOP_FLOOR

Object fields and flags used by this type.

Field/Flag Explanation
object::randomitems If not NULL, will be the goods to generate on map load.
FLAG_AUTO_APPLY If set, will generate goods from object::randomitems on map load.
FLAG_CURSED If set, randomly generated goods will not be clone items.
living::exp Quality level of randomly generated goods, if 0, will use map's difficulty.
FLAG_DAMNED If set, generated goods will never become artifacts.
FLAG_IS_MAGICAL If set, the shop floor will be a unique shop; items dropped will stay there until someone buys them or the map resets.

Shop floor.

See Shop Floor

RING

A ring.

See Ring

FLOOR

This is a floor tile.

See Floor

FLESH

Animal body parts.

See Flesh

INORGANIC

Metals and minerals.

See Inorganic

LIGHT_APPLY

Light source for players - torch, lantern, etc.

See Applyable Light

WALL

This is a wall.

See Wall

LIGHT_SOURCE

Light source on a map (invisible light).

See Light Source

MISC_OBJECT

Miscellaneous objects are for objects without a function in the engine, like statues, clocks, chairs, etc.

See Misc Object

MONSTER

A real living creature.

See Monster & NPC

SPAWN_POINT

A spawn point object.

See Spawn Point

LIGHT_REFILL

Refilling item for LIGHT_APPLY.

See Light Refill Object

SPAWN_POINT_MOB

Monster inside a spawn point.

See Spawn Point Monster

SPAWN_POINT_INFO Used to find spawn point where monster came from.
BOOK_SPELL Spell book.
ORGANIC

Body parts which can't be eaten - dragon scales for example

See Organic

CLOAK

A cloak.

See Cloak

CONE

Cone spell.

See Damager

SPINNER

Spinner.

See Spinner

GATE

Object fields and flags used by this type.

Field/Flag Explanation
living::hp How long a gate is open/closed.
living::maxhp Initial value for living::hp.
living::sp If zero the gate is closed, if 1 the gate is open.

Gate.

See Gate

BUTTON

Button.

See Button

HANDLE Handle.
WORD_OF_RECALL Special force for word of recall.
SIGN

Sign.

See Sign

BOOTS

Boots.

See Boots

GLOVES

Gloves.

See Gloves

BASE_INFO This object holds the real base stats of monsters.
RANDOM_DROP

Only used for spawn point monsters:

If found inside the monster, there is a random chance based on the object's weight limit to drop the object's inventory into the monster.

See Random Drop Container

BRACERS

Bracers.

See Bracers

POISONING Poison force.
SAVEBED

A savebed.

See Savebed

WAND

Wand.

See Wand & Staff

ABILITY

Ability.

See Ability

SCROLL

Scroll.

See Scroll

DIRECTOR

Director.

See Director

GIRDLE

Girdle.

See Girdle

FORCE A generic force object.
POTION_EFFECT A force, holding the effect of a potion.
JEWEL

A jewel.

See Jewels

NUGGET

Nugget.

See Nuggets

EVENT_OBJECT

Event/script object.

See Event Object

WAYPOINT_OBJECT

Waypoint object.

See Waypoint Object

QUEST_CONTAINER

Used to store quest information in players.

See Quest Container

CONTAINER

A container.

See Container

WEALTH This is a raw wealth object. When generated it's transformed into real money depending on the environment where it's generated.
BEACON

A beacon.

See Beacon

MAP_EVENT_OBJ

Map event object.

See Map Event Object

COMPASS

Compass.

See Compass

MAP_INFO

Map information object.

See Map Info

SWARM_SPELL A swarm spell.
RUNE

Rune.

See Rune

CLIENT_MAP_INFO Client map information.
POWER_CRYSTAL

Power crystal.

See Power Crystal

CORPSE Corpse.
DISEASE

Object fields and flags used by this type.

Field/Flag Explanation
object::attack Attack type(s) of the disease, for example, attack_godpower 100.
object::other_arch Object created and dropped when symptom moves.
object::title When the "disease" infects something, it will print "title victim!!!" to the player who owns the "disease".
living::wc The chance of someone in range catching the disease, divided by 127.
object::magic The range at which infection may occur. If negative, the range is NOT level dependent.
object::stats What stats are reduced by the disease (str, con, ...)
living::maxhp How long the disease will persist if the host dies and "drops" it, in "disease moves", i.e., moves of the disease. If negative, permanent.
object::value The counter for maxhp, it starts at maxhp and drops...
living::dam How much damage it does. If positive, it is straight damage. If negative, a percentage.
living::maxgrace How long in "disease moves" the disease lasts in the host, if negative, permanent until cured.
living::food If negative, disease is permanent. Otherwise, decreases at <speed>, disease goes away at food = 0, set to "maxgrace" on infection.
object::speed The speed of the disease, how fast "disease moves" occur.
object::last_sp The lethargy imposed on the player by the disease. A lethargy of "1" reduces the players speed to 1% of its normal value.
living::maxsp How much mana is sapped per "disease move". If negative, a percentage is taken.
living::ac Every "disease move" the severity of the symptoms are increased by ac / 100. (severity = 1 + (accumlated_progression) / 100)
object::last_eat Increases food usage if negative.
object::last_heal If nonzero, disease does NOT grant immunity when it runs out.
living::exp Experience awarded when plague cured.
living::hp Reduces regeneration of disease-bearer.
living::sp Reduces spellpoint regeneration.
object::name Name of the plague.
object::msg What the plague says when it strikes.
object::race Species/race the plague strikes (* = everything).
object::level General description of the plague's deadliness
living::wc Reduction in wc per generation of disease. This builds in a self-limiting factor.

Disease.

See Disease

SYMPTOM

Object fields and flags used by this type.

Field/Flag Explanation
object::stats Modify stats
living::hp Modify regen
object::value Progression counter (multiplier = value / 100)
living::food Modify food use (from object::last_eat in DISEASE)
living::maxsp Suck mana (as noted for DISEASE)
object::last_sp Lethargy
object::msg What to say
object::speed Speed of movement, from DISEASE

Disease symptom.