Atrinik Server  4.0
Python object flags

Python object flags

List of the object flags and their meaning.

Name Details
f_sleep

Monster is sleeping. While active, the monster's visibility range is reduced.

See Also
FLAG_SLEEP Uses
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.

See Also
FLAG_IS_INVISIBLE Uses
f_is_ethereal Object is ethereal.
f_is_good

Alignment flag.

See Also
FLAG_IS_GOOD Uses
f_no_pick

Object can't be picked up.

See Also
FLAG_NO_PICK Uses
f_walk_on

Applied when it's walked upon.

See Also
FLAG_WALK_ON Uses
f_no_pass

Nothing can pass.

See Also
FLAG_NO_PASS Uses
f_is_animated

The object is animated.

See Also
FLAG_ANIMATE Uses
f_slow_move

Uses the living::exp to slow down movement.

See Also
FLAG_SLOW_MOVE Uses
f_flying

The object is flying.

See Also
FLAG_FLYING Uses
f_monster The object is a monster, golem, etc.
f_friendly

The monster is friendly and will not attack other friendly objects.

See Also
FLAG_FRIENDLY Uses
f_been_applied The object has been applied before.
f_auto_apply

Will be applied when created (treasure chest for example).

See Also
FLAG_AUTO_APPLY Uses
f_is_neutral

Neutrally aligned object.

See Also
FLAG_IS_NEUTRAL Uses
f_see_invisible

Can see invisible objects.

See Also
FLAG_SEE_INVISIBLE Uses
f_can_roll

Object can be pushed.

See Also
FLAG_CAN_ROLL Uses
f_connect_reset

If set and when connected object is triggered, the object will have the connection reset, so it doesn't need to wait for object that triggered the connection to move off.

See Also
FLAG_CONNECT_RESET Uses
f_is_turnable

Object will change face with direction.

See Also
FLAG_IS_TURNABLE Uses
f_walk_off

Object is applied when left.

See Also
FLAG_WALK_OFF Uses
f_fly_on

Object is applied when flying object enters the tile.

See Also
FLAG_FLY_ON Uses
f_fly_off

Object is applied when flying object leaves the tile.

See Also
FLAG_FLY_OFF Uses
f_is_used_up The object will be removed when object::food reaches 0.
f_identified

The object is identified.

See Also
FLAG_IDENTIFIED Uses
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.

Todo:
Remove?
See Also
FLAG_SPLITTING Uses
f_hitback

Object will hit back when hit.

See Also
FLAG_HITBACK Uses
f_startequip

Object will disappear when dropped.

See Also
FLAG_STARTEQUIP Uses
f_blocksview

Object blocks view.

See Also
FLAG_BLOCKSVIEW Uses
f_undead

Monster is undead.

See Also
FLAG_UNDEAD Uses
f_can_stack

The object can stack.

See Also
FLAG_CAN_STACK Uses
f_unaggressive

Monster doesn't attack enemies, only if it's attacked first.

See Also
FLAG_UNAGGRESSIVE Uses
f_reflect_missile

Object will reflect missiles.

See Also
FLAG_REFL_MISSILE Uses
f_reflect_spell

Object will reflect spells.

See Also
FLAG_REFL_SPELL Uses
f_no_magic

Wizard-like spells cannot pass this tile.

See Also
FLAG_NO_MAGIC Uses
f_no_fix_player living_update() won't be called.
f_is_evil

The object is evil.

See Also
FLAG_IS_EVIL Uses
f_run_away

Object runs away from nearest player but can still attack from distance.

See Also
FLAG_RUN_AWAY Uses
f_pass_thru

Objects with can_pass_thru can pass through this object as if it wasn't there.

See Also
FLAG_PASS_THRU Uses
f_can_pass_thru

Object can pass through objects with FLAG_PASS_THRU set.

See Also
FLAG_CAN_PASS_THRU Uses
f_outdoor Outdoor tile.
f_unique

Item is unique.

See Also
FLAG_UNIQUE Uses
f_no_drop

Object can't be dropped.

See Also
FLAG_NO_DROP Uses
f_is_indestructible

The item cannot be damaged.

See Also
FLAG_INDESTRUCTIBLE Uses
f_can_cast_spell

Monster can cast spells.

See Also
FLAG_CAST_SPELL Uses
f_two_handed Item requires two hands to wield.
f_can_use_bow

Monster can fire bows.

See Also
FLAG_USE_BOW Uses
f_can_use_armour

Monster can wear armour like shields, plate mails, helms, etc.

See Also
FLAG_USE_ARMOUR Uses
f_can_use_weapon

Monster can wield weapons.

See Also
FLAG_USE_WEAPON Uses
f_connect_no_push

Connected object is not activated when 'pushed'.

See Also
FLAG_CONNECT_NO_PUSH Uses
f_connect_no_release

Connected object is not activated when 'released'.

See Also
FLAG_CONNECT_NO_RELEASE Uses
f_has_ready_bow Monster has a readied bow.
f_xrays

X-ray vision.

See Also
FLAG_XRAYS Uses
f_is_floor The object is a floor.
f_lifesave

Saves a player's life once, then destructs itself.

See Also
FLAG_LIFESAVE Uses
f_is_magical

Item is magical.

See Also
FLAG_IS_MAGICAL Uses
f_stand_still

Monster will never, ever move.

See Also
FLAG_STAND_STILL Uses
f_random_move

Monster will move randomly.

See Also
FLAG_RANDOM_MOVE Uses
f_only_attack Monster will evaporate if there is no enemy.
f_stealth

Allows players to pass quietly past monsters, with less chance of the monsters noticing the player.

See Also
FLAG_STEALTH Uses
f_cursed

The object is cursed.

See Also
FLAG_CURSED Uses
f_damned

The object is very cursed.

See Also
FLAG_DAMNED Uses
f_is_buildable Used for floor: is the floor buildable?
f_no_pvp

PvP is disabled on the tile this object is on.

See Also
FLAG_NO_PVP Uses
f_is_thrown Object is designed to be thrown.
f_is_male

Object is male.

See Also
FLAG_IS_MALE Uses
f_is_female

Object is female.

See Also
FLAG_IS_FEMALE Uses
f_applied

Object is ready for use by living objects.

See Also
FLAG_APPLIED Uses
f_inv_locked Item will not be dropped from inventory.
f_has_ready_weapon Player has a weapon readied.
f_no_skill_ident If set, won't get exp for reading the book.
f_can_see_in_dark

If set object can see even in darkness.

See Also
FLAG_SEE_IN_DARK Uses
f_is_cauldron

Container can make alchemical stuff.

See Also
FLAG_IS_CAULDRON Uses
f_is_dust Item is a powder.
f_one_hit

Monster can only hit once, then evaporates.

See Also
FLAG_ONE_HIT Uses
f_draw_double_always

Always draw the object twice.

See Also
FLAG_DRAW_DOUBLE_ALWAYS Uses
f_berserk Monster will attack closest living object, even friends.
f_no_attack

Object will never attack.

See Also
FLAG_NO_ATTACK Uses
f_invulnerable

Monster can't be killed, and enemies will not consider it for attacking.

See Also
FLAG_INVULNERABLE Uses
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_sys_object

The object cannot be seen by anyone except DMs.

See Also
FLAG_SYS_OBJECT Uses
f_use_fix_pos When putting an object on map, do it exactly on position.
f_unpaid

Object hasn't been paid for yet.

See Also
FLAG_UNPAID Uses
f_hidden The object cannot be seen even with FLAG_SEE_INVISIBLE.
f_make_invisible

Makes the wearer invisible.

See Also
FLAG_MAKE_INVISIBLE Uses
f_make_ethereal

Makes the wearer ethereal.

See Also
FLAG_MAKE_ETHEREAL Uses
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.

See Also
FLAG_NO_TELEPORT Uses
f_corpse

If set, this monster will drop a corpse.

See Also
FLAG_CORPSE Uses
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.

See Also
FLAG_PLAYER_ONLY Uses
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.

See Also
FLAG_ONE_DROP Uses
f_cursed_perm

Object is permanently cursed.

See Also
FLAG_PERM_CURSED Uses
f_damned_perm

Object is permanently damned.

See Also
FLAG_PERM_DAMNED Uses
f_door_closed The object is a closer door.
f_is_spell Object is a spell.
f_is_missile Object is a missile.
f_draw_direction

The object is shown based on its direction and the player's position.

See Also
FLAG_DRAW_DIRECTION Uses
f_draw_double

The object is drawn twice.

See Also
FLAG_DRAW_DOUBLE Uses
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.