Table of Contents
Object Fields
This is the description of fields of the object structure, and what they are used to.
The struct living and struct key_value have their own pages.
The term Shared Strings has it's own page, too.
See also page Objects .
Issues
These Object Fields are for now sorted alphabetically here .
Whenever =field= gets changed, please do it in the sorted pages in the :arch:arch_attributes:* namespace.
<WRAP lo>
fill in the blanks :) add sharedstring info
make a script to either do object.h → this page, or this page → object.h
IMHO one should put this data into object.h, in doxygen format, and make a script to do object.h → this page — Alex Schultz 2007/01/03 12:50
</WRAP>
struct obj object
The items in crossfire are called either Archetypes or Objects.
These items can have many shapes, as for player's inventory items,
monsters, NPCs, map building, climate, magics, skills, and probably more.
One main structure handling these Objects is
typedef struct obj { /* 160 lines of fields here */ } object;
At the top of this structure the commentary says
/**
* Main Crossfire structure, one ingame object.
*
* Note that the ordering of this structure is sort of relevant -
* object_copy() copies everything over beyond 'name' using memcpy.
* Thus, values that need to be copied need to be located beyond that
* point.
*
* However, if you're keeping a pointer of some sort, you probably
* don't just want it copied, so you'll need to add to common/object.c,
* e.g. copy-object
*
* I've tried to clean up this structure a bit (in terms of formatting)
* by making it more consistent. I've also tried to locate some of the fields
* more logically together (put the item related ones together, the monster
* related ones, etc.
* This structure is best viewed with about a 100 width screen.
* MSW 2002-07-05
*
* See the @ref page_object "documentation page" for more details.
*/
and that it is better left “unsorted” beyond 'name' .
Content of struct obj { } object
typedef struct obj { /* These variables are not changed by object_copy() */ struct pl *contr; /**< Pointer to the player which control this object */ struct obj *next; /**< Pointer to the next object in the free/used list */ struct obj *prev; /**< Pointer to the previous object in the free/used list*/ struct obj *active_next; /**< Next object in the 'active' list * This is used in process_events * so that the entire object list does not * need to be gone through.*/ struct obj *active_prev; /**< Previous object in the 'active list * This is used in process_events * so that the entire object list does not * need to be gone through. */ struct obj *below; /**< Pointer to the object stacked below this one */ struct obj *above; /**< Pointer to the object stacked above this one */ /* Note: stacked in the *same *environment*/ struct obj *inv; /**< Pointer to the first object in the inventory */ struct obj *container; /**< Current container being used. I think this * is only used by the player right now. */ struct obj *env; /**< Pointer to the object which is the environment. * This is typically the container that the object is in. */ struct obj *more; /**< Pointer to the rest of a large body of objects */ struct obj *head; /**< Points to the main object of a large body */ struct mapdef *map; /**< Pointer to the map in which this object is present */ tag_t count; /**< Unique object number for this object */ struct struct_dialog_information *dialog_information; /**< Parsed dialog information for this object. * Valid if FLAG_DIALOG_PARSED is set (but can be NULL). */ /* These get an extra add_refcount(), after having been copied by memcpy(). * All fields beow this point are automatically copied by memcpy. If * adding something that needs a refcount updated, make sure you modify * object_copy() to do so. Everything below here also gets cleared * by object_clear() */ sstring artifact; /**< If set, the item is the artifact with this name and the matching type. */ const char *name; /**< The name of the object, obviously... */ const char *name_pl; /**< The plural name of the object */ const char *anim_suffix; /**< Used to determine combined animations */ const char *title; /**< Of foo, etc */ const char *race; /**< Human, goblin, dragon, etc */ const char *slaying; /**< Which race to do double damage to. * If this is an exit, this is the filename */ const char *skill; /**< Name of the skill this object uses/grants */ const char *msg; /**< If this is a book/sign/magic mouth/etc */ const char *lore; /**< Obscure information about this object, * to get put into books and the like. */ sint16 x, y; /**< Position in the map for this object */ sint16 ox, oy; /**< For debugging: Where it was last inserted */ float speed; /**< The overall speed of this object */ float speed_left; /**< How much speed is left to spend this round */ float weapon_speed; /**< The overall speed of this object */ float weapon_speed_left; /**< How much speed is left to spend this round */ const New_Face *face; /**< Face with colors */ uint32 nrof; /**< How many of the objects */ sint8 direction; /**< Means the object is moving that way. */ sint8 facing; /**< Object is oriented/facing that way. */ /* This next big block are basically used for monsters and equipment */ uint8 type; /**< PLAYER, BULLET, etc. See define.h */ uint8 subtype; /**< Subtype of object */ uint16 client_type; /**< Public type information. see doc/Developers/objects */ sint16 resist[NROFATTACKS]; /**< Resistance adjustments for attacks */ uint32 attacktype; /**< Bitmask of attacks this object does */ uint32 path_attuned; /**< Paths the object is attuned to */ uint32 path_repelled; /**< Paths the object is repelled from */ uint32 path_denied; /**< Paths the object is denied access to */ const char *materialname; /**< Specific material name */ uint16 material; /**< What materials this object consist of */ sint8 magic; /**< Any magical bonuses to this item */ uint8 state; /**< How the object was last drawn (animation) */ sint32 value; /**< How much money it is worth (or contains) */ sint16 level; /**< Level of creature or object */ /* Note that the last_.. values are sometimes used for non obvious * meanings by some objects, eg, sp penalty, permanent exp. */ sint32 last_eat; /**< How long since we last ate */ sint32 last_heal; /**< Last healed. Depends on constitution */ sint32 last_sp; /**< As last_heal, but for spell points */ sint16 last_grace; /**< As last_sp, except for grace */ sint16 invisible; /**< How much longer the object will be invis */ uint8 pick_up; /**< See crossfire.doc */ sint8 item_power; /**< Power rating of the object */ sint8 gen_sp_armour; /**< Sp regen penalty this object has (was last_heal)*/ sint8 glow_radius; /**< indicates the glow radius of the object */ sint32 weight; /**< Attributes of the object */ sint32 weight_limit; /**< Weight-limit of object */ sint32 carrying; /**< How much weight this object contains */ living stats; /**< Str, Con, Dex, etc */ sint64 perm_exp; /**< Permanent exp */ struct obj *current_weapon; /**< Pointer to the weapon currently used */ uint32 weapontype; /**< Type of weapon */ sint8 body_info[NUM_BODY_LOCATIONS]; /**< Body info as loaded from the file */ sint8 body_used[NUM_BODY_LOCATIONS]; /**< Calculated value based on items equipped */ /* See the doc/Developers/objects for more info about body locations */ /* Following mostly refers to fields only used for monsters */ struct obj *owner; /**< Pointer to the object which controls this one. * Owner should not be referred to directly - * object_get_owner() should be used instead. */ tag_t ownercount; /**< What count the owner had (in case owner has been freed) */ struct obj *enemy; /**< Monster/player to follow even if not closest */ struct obj *attacked_by; /**< This object start to attack us! only player & monster */ tag_t attacked_by_count; /**< The tag of attacker, so we can be sure */ uint16 run_away; /**< Monster runs away if it's hp goes below this percentage. */ struct treasureliststruct *randomitems; /**< Items to be generated */ struct obj *chosen_skill; /**< The skill chosen to use */ uint32 hide; /**< The object is hidden, not invisible */ /* changes made by kholland@sunlab.cit.cornell.edu */ /* allows different movement patterns for attackers */ sint32 move_status; /**< What stage in attack mode */ uint16 attack_movement;/**< What kind of attack movement */ uint8 will_apply; /**< See crossfire.doc and @ref WILL_APPLY_xxx */ sint8 sound_chance; /**< Probability, 0 to 100, of the object emitting a sound. */ struct obj *spellitem; /**< Spell ability monster is choosing to use */ double expmul; /**< needed experience = (calc_exp*expmul) - means some * races/classes can need less/more exp to gain levels */ /* Spell related information, may be useful elsewhere * Note that other fields are used - these files are basically * only used in spells. */ sint16 casting_time; /**< Time left before spell goes off */ sint16 duration; /**< How long the spell lasts */ uint8 duration_modifier; /**< how level modifies duration */ sint8 range; /**< Range of the spell */ uint8 range_modifier; /**< How going up in level effects range */ uint8 dam_modifier; /**< How going up in level effects damage */ struct obj *spell; /**< Spell that was being cast */ char *spellarg; /* Following are values used by any object */ struct archt *arch; /**< Pointer to archetype */ struct archt *other_arch; /**< Pointer used for various things - mostly used for what * this objects turns into or what this object creates */ uint32 flags[4]; /**< Various flags */ uint16 animation_id; /**< An index into the animation array */ uint8 anim_speed; /**< Ticks between animation-frames */ uint8 last_anim; /**< Last sequence used to draw face */ uint16 temp_animation_id; /**< An index into the temporary animation array */ uint8 temp_anim_speed; /**< Ticks between temporary animation-frames */ sint32 elevation; /**< Elevation of this terrain - used in weather code */ uint8 smoothlevel; /**< how to smooth this square around*/ uint8 map_layer; /**< What level to draw this on the map */ MoveType move_type; /**< Type of movement this object uses */ MoveType move_block; /**< What movement types this blocks */ MoveType move_allow; /**< What movement types explicitly allowed */ MoveType move_on; /**< Move types affected moving on to this space */ MoveType move_off; /**< Move types affected moving off this space */ MoveType move_slow; /**< Movement types this slows down */ float move_slow_penalty; /**< How much this slows down the object */ const char *custom_name; /**< Custom name assigned by player */ key_value *key_values; /**< Fields not explictly known by the loader. */ sint16 *discrete_damage; /**< damage values, based on each attacktype. */ tag_t *spell_tags; } object;
Head Part of Struct
contr
Type: pl *
Comment: Pointer to the player which control this object.
Meaning: Will only be set for the player's object itself, and not items in inventory.
next
Type: obj *
Comment: Pointer to the next object in the free/used list.
Meaning: Should not be used much.
check
server/c_object.c:840
,
line for (tmp=op→below; tmp!=NULL; tmp=tmp→next)
sounds suspicious (should probably be tmp→below
).
prev
Type: obj *
Comment: Pointer to the next object in the free/used list.
Meaning: Should not be used much.
active_next
Type: obj *
Comment: Next object in the 'active' list. This is used in process_events() so that the entire object list does not need to be gone through.
Meaning: Should not be used much.
active_prev
Type: obj *
Comment: Previous object in the 'active list This is used in process_events so that the entire object list does not need to be gone through.
Meaning: Should not be used much.
below
Type: obj *
Comment: Pointer to the object stacked below this one.
Meaning: Will link items on a same spot, or in the same container.
above
Type: obj *
Comment: Pointer to the object stacked above this one.
Meaning: Will link items on a same spot, or in the same container.
inv
Type: obj *
Comment: Pointing to the first item in inventory.
Meaning:
- for spellbooks, rods, wands, horns, this is the spell that the object teaches/fires.
- for generators with the FLAG_CONTENT_ON_GEN flag it is the item generated.
- for living things and containers {
flags for that}, what this holds.
Other items are available through below chaining.
container
Type: obj *
Comment: Current container being used. I think this is only used by the player right now.
Meaning:
env
Type: obj *
Comment: Pointer to the object which is the environment. This is typically the container that the object is in.
Meaning:
more
Type: obj *
Comment: Pointer to the rest of a large body of objects
Meaning:
head
Type: obj *
Comment: Points to the main object of a large body
Meaning: Large bodies are archetypes that occupy more than one tile on a map ( monsters, buildings ) .
map
Type: mapdef *
Comment: Pointer to the map in which this object is present
Meaning:
count
Type: tag_t
Comment: Unique object number for this object
Meaning:
dialog_information
Type: struct_dialog_information *
Comment: Parsed dialog information for this object. Valid if FLAG_DIALOG_PARSED is set (but can be NULL).
Meaning: NEW introduced since ?
Memcpy Part of Struct
Needs to be unsorted.
<WRAP lo>
/* These get an extra add_refcount(), after having been copied by memcpy(). * All fields beow this point are automatically copied by memcpy. If * adding something that needs a refcount updated, make sure you modify * object_copy() to do so. Everything below here also gets cleared * by object_clear() */
</WRAP>
artifact
Type: sstring
Comment: If set, the item is the artifact with this name and the matching type.
Meaning: NEW introduced since ?
name
Type: const char * (shared string)
Comment: The name of the object, obviously…
Meaning:
name_pl
Type: const char * (shared string)
Comment: The plural name of the object.
Meaning: Shared string.
anim_suffix
Type: const char
Comment: Used to determine combined animations
When a player or a monster attacks or uses a skill, if this suffix is defined on the weapon (combat) or the skill (skill use), the server tries to find an animation named “[player_or_monster_animation]_[anim_suffix]”.
For instance, for a Fenx using an animation “fenx_player” who uses a sword (anim_suffix “sword”), when attacking, the “fenx_player_sword” animation will be used if it exists.
If no suffix is defined or the animation doesn't exist, then nothing happens, else the animation is applied until it finished.
title
Type: const char * (shared string)
Comment: Of foo, etc.
Meaning:
race
Type: const char * (shared string)
Comment: Human, goblin, dragon, etc.
Meaning: For “living” things.
For SPELL with SP_RAISE_DEAD subtype, if set, then this is the name of a treasurelist of possible races in which the character will be reincarnated into
slaying
Type: const char * (shared string)
Comment: Which race to do double damage to. If this is an exit, this is the filename.
Meaning:
!//! means 'random map', msg-endmsg block then contains parameters.- for DOORs, means it's locked.
- for KEYs, they will unlock DOORs with matching slaying
- for DETECTOR, what item to check for
many more uses
skill
Type: const char * (shared string)
Comment: Name of the skill this object uses/grants
Meaning:
msg
Type: const char * (shared string)
Comment: If this is a book/sign/magic mouth/etc
Meaning:
- for BOOK/SIGN/MAGICMOUTH/etc. what is displayed when activated.
- for EXITs pointing to random maps, map parameters.
- for races players can select, description of the race
check other uses.
lore
Type: const char * (shared string)
Comment: Obscure information about this object, to get put into books and the like.
Meaning:
x
Type: sint16
Comment: Position 'x' in the map for this object
Meaning:
y
Type: sint16
Comment: Position 'y' in the map for this object
Meaning:
ox
Type: sint16
Comment: For debugging: Where it was last inserted
Meaning:
oy
Type: sint16
Comment: For debugging: Where it was last inserted
Meaning:
speed
Type: float
Comment: The overall speed of this object
Meaning:
speed_left
Type: float
Comment: How much speed is left to spend this round
Meaning:
weapon_speed
Type: float
Comment: The overall speed of this object
Meaning:
weapon_speed_left
Type: float
Comment: How much speed is left to spend this round
Meaning:
face
Type: const New_Face *
Comment: Face with colors
Meaning:
nrof
Type: uint32
Comment: How many of the objects
Meaning:
direction
Type: sint8
Comment: Means the object is moving that way.
Meaning:
facing
Type: sint8
Comment: Object is oriented/facing that way.
Meaning:
type
subtype
Type: uint8
Comment: Subtype of object
Meaning:
client_type
Type: uint16
Comment: Public type information. see doc/Developers/objects
Meaning:
resist
Type: sint16[NROFATTACKS]
Comment: Resistance adjustments for attack
Meaning:
attacktype
Type: uint32
Comment: Bitmask of attacks this object does
Meaning:
path_attuned
Type: uint32
Comment: Paths the object is attuned to
Meaning:
path_repelled
Type: uint32
Comment: Paths the object is repelled from
Meaning:
path_denied
Type: uint32
Comment: Paths the object is denied access to
Meaning:
materialname
Type: const char * (shared string)
Coment: Specific material name
Meaning:
material
Type: uint16
Comment: What materials this object consist of
Meaning:
magic
Type: sint8
Comment: Any magical bonuses to this item
Meaning:
state
Type: uint8
Comment: How the object was last drawn (animation)
Meaning:
value
Type: sint32
Comment: How much money it is worth (or contains)
Meaning:
level
Type: sint16
Comment: Level of creature or object
Meaning: Mainly the skill level which a character has to have to successfully cast magic upon monster-with-level .
last_eat
Type: sint16
Comment: How long since we last ate
Meaning:
last_heal
Type: sint32
Comment: Last healed. Depends on constitution
Meaning:
- for DISEASE, if 1 then this disease won't grant immunity when cured naturally
- for SPELL of type SP_RAISE_DEAD, if set then the spell can resurrect without a body. If 0 the body is required
last_sp
Type: sint32
Comment: As last_heal, but for spell points
Meaning:
- for MOOD_FLOOR, how to change the mood of a monster on it:
- 0: furious–make all monsters mad
- 1: angry – get neutral monsters mad
- 2: calm – pacify unfriendly monsters
- 3: make all monsters fall asleep
- 4: charm all monsters
- for CHECK_INV, 0 means player must have object, else player must not have object
- for TRIGGER_ALTAR ??
- for DISEASEs, the SYMPTOM's last_sp
- for objects being thrown, the max number of moves to exist
- for monsters, regenerate sp
- for healing, how many sp to regenerate
- new sp for praying skill when changing god?
check what it means when praying
last_grace
Type: sint16
Comment: As last_sp, except for grace
Meaning:
invisible
Type: sint16
Comment: How much longer the object will be invis
Meaning:
pick_up
Type: uint8
Comment: See crossfire.doc
Meaning:
item_power
Type: sint8
Comment: Power rating of the object
Meaning: The character has a limited item power maximum to be able to apply magical items.
If the sum of the item_power of all applied items reaches the allowed maximum,
no more magical item with item_power > 0 can be wielded / worn.
gen_sp_armour
Type: sint8
Comment: Sp regen penalty this object has (was last_heal)
Meaning:
glow_radius
Type: sint8
Comment: indicates the glow radius of the object
Meaning:
weight
Type: sint32
Comment: Attributes of the object
Meaning:
weight_limit
Type: sint32
Comment: Weight-limit of object
Meaning:
carrying
Type: sint32
Comment: How much weight this object contains
Meaning:
stats
perm_exp
Type: sint64
Comment: Permanent exp
Meaning:
current_weapon_script
Type: const char * (shared string)
Comment:
Meaning: Not anymore included since when ?
current_weapon
Type: obj *
Comment: Pointer to the weapon currently used
Meaning:
weapontype
Type: uint32
Comment: Type of weapon
Meaning:
tooltype
Type: uint32
Comment:
Meaning: Not included anymore since when ?
body_info
Type: sint8[NUM_BODY_LOCATIONS]
Comment: Body info as loaded from the file
Meaning:
body_used
Type: sint8[NUM_BODY_LOCATIONS]
Comment: Calculated value based on items equipped
Meaning:
owner
Type: obj *
Comment: Pointer to the object which controls this one. Owner should not be referred to directly - object_get_owner() should be used instead.
Meaning:
ownercount
Type: tag_t
Comment: What count the owner had (in case owner has been freed)
Meaning:
enemy
Type: obj *
Comment: Monster/player to follow even if not closest
Meaning:
attacked_by
Type: obj *
Comment: This object start to attack us! only player & monster
Meaning:
attacked_by_count
Type: tag_t
Comment: The tag of attacker, so we can be sure
Meaning:
run_away
Type: uint16
Comment: Monster runs away if it's hp goes below this percentage.
Meaning:
randomitems
Type: treasureliststruct *
Comment: Items to be generated
Meaning:
chosen_skill
Type: obj *
Comment: The skill chosen to use
Meaning:
hide
Type: uint32
Comment: The object is hidden, not invisible
Meaning:
move_status
Type: sint32
Comment: What stage in attack mode
Meaning:
attack_movement
Type: uint16
Comment: What kind of attack movement
Meaning:
will_apply
Type: uint8
Comment: See crossfire.doc and @ref WILL_APPLY_xxx
Meaning:
sound_chance
Type: sint8
Comment: Probability, 0 to 100, of the object emitting a sound.
Meaning: NEW since when ?
spellitem
Type: obj *
Comment: Spell ability monster is choosing to use
Meaning:
expmul
Type: double
Comment: needed experience = (calc_exp*expmul) - means some races/classes can need less/more exp to gain levels
Meaning:
casting_time
Type: sint16
Comment: Time left before spell goes off
Meaning:
duration
Type: sint16
Comment: How long the spell lasts
Meaning:
duration_modifier
Type: uint8
Comment: how level modifies duration
Meaning:
range
Type: sint8
Comment: Range of the spell
Meaning:
range_modifier
Type: uint8
Comment: How going up in level effects range
Meaning:
dam_modifier
Type: uint8
Comment: How going up in level effects damage
Meaning:
spell
Type: obj *
Comment: Spell that was being cast
Meaning:
spellarg
Type: char *
Comment: No comment available
Meaning:
start_holding
Type: uint16
Comment:
Meaning: Not included anymore ?
arch
Type: archt *
Comment: Pointer to archetype
Meaning:
other_arch
Type: archt *
Comment: Pointer used for various things - mostly used for what this objects turns into or what this object creates
Meaning:
flags
Type: uint32[4]
Comment: Various flags
Meaning:
animation_id
Type: uint16
Comment: An index into the animation array
Meaning:
anim_speed
Type: uint8
Comment: Ticks between animation-frames
Meaning:
last_anim
Type: uint8
Comment: Last sequence used to draw face
Meaning:
temp_animation_id
Type: uint16
Comment: An index into the temporary animation array
Meaning:
temp_anim_speed
Type: uint8
Comment: Ticks between temporary animation-frames
Meaning:
elevation
Type: sint32
Comment: Elevation of this terrain - used in weather code
Meaning:
smoothlevel
Type: uint8
Comment: how to smooth this square around
Meaning:
map_layer
Type: uint8
Comment: What level to draw this on the map
Meaning:
move_type
Type: MoveType
Comment: Type of movement this object uses
Meaning:
move_block
Type: MoveType
Comment: What movement types this blocks
Meaning: Prevents a character or monster from moving onto a tile occupied by the object.
Each part of a multi-tile object may have an unique setting, unlike many other modifiers
that are omitted or ignored in non-head parts.
See also move_block on the objects page.
move_allow
Type: MoveType
Comment: What movement types explicitly allowed
Meaning:
move_on
Type: MoveType
Comment: Move types affected moving on to this space
Meaning:
move_off
Type: MoveType
Comment: Move types affected moving off this space
Meaning:
move_slow
Type: MoveType
Comment: Movement types this slows down
Meaning:
move_slow_penalty
Type: float
Comment: How much this slows down the object
Meaning:
custom_name
Type: const char * (shared string)
Comment: Custom name assigned by player
Meaning:
key_values
Type: key_value *
Comment: Fields not explictly known by the loader.
Meaning:
no_save
Type: uint8
Comment:
Meaning: Not included anymore ?
"living" structure fields
Str
Type: sint8
Meaning:
Dex
Type: sint8
Meaning:
Con
Type: sint8
Meaning:
Wis
Type: sint8
Meaning:
Cha
Type: sint8
Meaning:
Int
Type: sint8
Meaning:
Pow
Type: sint8
Meaning:
wc
Type: sint8
Meaning:
ac
Type: sint8
Meaning:
hp
Type: sint16
Meaning:
- for living things, hitpoints (<0 ⇒ dead).
- for exits, x coordinates of destination.
- for ROD or HORNs, spellpoints the item has to cast the spell.
maxhp
Type: sint16
Meaning:
sp
Type: sint16
Meaning:
- for player, spellpoints.
- for exits, y coordinates of destination.
- for glowing crystals, stored spellpoints.
- for WEAPON_IMPROVER, what to improve
- for PLAYERMOVER, the direction to move objects
maxsp
Type: sint16
Meaning:
grace
Type: sint16
Meaning:
maxgrace
Type: sint16
Meaning:
exp
Type: sint64
Meaning:
- added speed for some items?
food
Type: sint16
Meaning:
- for WAND, number of charges left.
- for player, food.
- for healing spells, food to give to the player.
- for FORCEs, duration (in object moves) of the force.
- for swamps {
type}, how deep the player is in the swamp (see move_deep_swamp()).
- for DISEASEs, the duration of the disease.
- for GATEs, whether it's opening or closing.
dam
Type: sint16
Meaning:
luck
Type: sint8
Meaning:
Key/value fields
Those fields are not part of the object
or Stats
structures, but used through the key/value mechanism.
price_*
price_adjustment
price_adjustment_buy
price_adjustment_sell
Those control the price the item should have. They are a ratio from the item's raw value, and are applied without any bargaining / charism / shop specialization effect.
Values should be a valid float (as recognized by atof
).
If price_adjustment is set, it will override the other 2 keys. Else any of the 2 can be not set without any side effect.
divine_giver_name
For god-given items, name of the god that gave the item. Used to remove them if player switches cult.
divine_blessing_name
Specified god has blessed the item. Used to avoid accumulating blessings.
item_owner
Player owning the item, so other players can't bless it.
If set, the item can't be applied by another player unless he has enough experience (see item_willpower).
generator_code
For GENERATOR ( real flag) objects, a key to copy to generated monsters, so they can be tracked.
generator_max
For GENERATOR ( ditto) objects, the maximum number of generated monsters allowed at the same time.
generator_name
Name of the generator , used for generator_code value.
If unset will use generator's name, else generator
.
on_use_yield
Should be the name of an archetype. When containing object is applied,
this specific object is generated, and inserted at the same place as the containing object.
Used mostly for giving empty bottles when drinking stuff.
item_willpower
If set incombination with item_owner, an item will refuse to be applied by another player who doesn't have at least that much experience.
passenger_limit
For TRANSPORT ( real type), the maximum players can board at the same time.
*_full
face_full
anim_full
For TRANSPORT, face to use when it's full.
*_speed
weight_speed_ratio
base_speed
Control the max speed of the TRANSPORT, based on the formula speed = base_speed - (base_speed * weight the transport is carrying * weight_speed_ratio) / (transport's weight_limit * 100
spell_expiry_warn_*
spell_expiry_warn_1
spell_expiry_warn_2
Those are used by spell effects, to store when player should be warned of effect expiration. Player will get a message when spell's duration reaches the first value, then the second. Will be set by the code automatically, should be a number parsable via atoi().