FLAGS COMPENDIUM
ROOM FLAGS
dark |
Need a light source
|
always_night |
Room is always night; sun never rises, 'look sky' always shows stars.
|
no_mob |
Mobs won't wander in here. Mobs on scripts and charmies are unaffected
|
indoors |
Won't see weather or sunrise/set messages
|
private |
Entry is restricted to players whose names are in the owner list, if an owner list is set. Otherwise, occupancy is limited to two (non-inert, non-visdeath) characters
|
arena |
Players don't leave corpses or lose XP when they die. Players also don't lose XP for fleeing combat.
|
safe |
No fighting allowed
|
solitary |
One person at a time
|
pet_shop |
Can buy pets here. Pet cost is the 'wealth' of the mob, but purchased pets will be flat broke. Builders should reset the pet mobs into next room vnum.
|
no_recall |
Can't recall from here. Also prevents new Bedit houses, or use of the Summon spell in the room.
|
imp_only |
MTS only
|
gods_only |
Staff only
|
heroes_only |
Also Staff only
|
newbies_only |
Level 5 or less only
|
law |
Prevents use of Charm, Tame, and Hypnotize spells (for some reason). Other stock ROM effects have been commented out.
|
nowhere |
Can't Scan into this room
|
wilderness |
Was supposed to involve some sort of overworld map? Doesn't do anything now.
|
overgrown_1 |
Room has +1 level of overgrowth.
|
overgrown_2 |
Room has +2 levels of overgrowth. This can stack with overgrown_1.
|
always_day |
Room is always day; sun never sets, 'look sky' shows the sun.
|
lit |
Room is always lit, don't require a light.
|
SECTOR
Sector |
Movement Rate |
Properties |
Geomance Element |
Dance Element
|
Inside |
4 |
Stays lit at night |
Pierce |
No effect
|
City |
4 |
Stays lit at night |
Bash |
No effect
|
Field |
4 |
|
Slash |
Pierce
|
Forest |
6 |
Has 1 level of overgrowth |
Wood |
Earth
|
Hills |
6 |
|
Slash |
Pierce
|
Mountain |
8 |
|
Earth |
Earth
|
Water (swim) |
4 |
|
Water |
Water
|
Water (noswim) |
8 |
Can't enter without a boat or the Swim affect |
Water |
Water
|
Unused |
1 |
|
Wind |
No effect
|
Air |
4 |
Can't enter without the Float affect |
Wind |
Wind
|
Desert |
8 |
|
Earth |
Wind
|
Rock |
4 |
|
Earth |
Earth
|
Road |
4 |
|
Wind |
No effect
|
Enter |
4 |
|
Wind |
No effect
|
Snow |
8 |
|
Cold |
Cold
|
Swamp |
8 |
|
Water |
Earth
|
Jungle |
8 |
Has 1 level of overgrowth |
Wood |
Earth
|
Ruins |
4 |
|
Bash |
No effect
|
Mount2 |
16 |
|
Earth |
No effect
|
Coastal |
4 |
|
Earth |
Wind
|
Developed |
4 |
|
Bash |
No effect
|
Void |
4 |
|
Wind |
No effect
|
Lava |
8 |
|
Fire |
Fire
|
Organic |
8 |
|
Acid |
Acid
|
door |
Exit has a door -- Required for most other exit flags
|
closed |
Door resets to closed
|
locked |
Door resets to locked
|
pickproof |
Door can't be picked
|
nopass |
Door can't be Pass Door'd
|
easy |
Chance to pick is doubled -- stacks with infuriating, cancels out hard
|
hard |
Chance to pick is halved -- stacks with infuriating, cancels out easy
|
infuriating |
Chance to pick is cut to 1/8 -- stacks with easy or hard
|
noclose |
Door can't be closed
|
nolock |
Door can't be locked
|
hidden |
Exit can't be seen by normal means
|
swim |
Only players who can fly or swim, or are on a flying or seaworthy vehicle can pass.
|
fly |
Only players who can fly or are on a flying vehicle can pass.
|
MOB FLAGS
- Mobs with the None damage type will randomly have Slash, Pound, or Pierce.
FORM FLAGS
Most of these don't do anything. The ones that have a coded effect are listed below!
edible |
Mob's parts are edible, and the corpse can be butchered into meat.
|
poison |
Mob's edible parts are poisonous, and meat butchered from the corpse will be poisoned. Bloodsucking will poison the bloodsucker.
|
instant_decay |
Mob doesn't leave a corpse at all. (Note: This means items on the mob are lost as well.)
|
animal |
Mob is affected by the Tame spell.
|
|
Mobs with any of the mammal, bird, reptile, amphibian, fish, or snake form flags can also be Tamed.
|
sentient |
Mob is affected by the Hypnotize spell and can be haggled with if it's a shopkeeper.
|
undead |
Mob takes extra non-elemental damage from weapons with disrupting weapon flag.
|
cold_blood |
Mob has blood that can be bloodsuck'd.
|
warm_blood |
Mob can be seen in the dark by characters with Infrared and can be bloodsuck'd.
|
PART FLAGS / WEARLOCS
Mob parts determine what equipment it can wear.
Body part flag |
Wearloc |
Other effect
|
head |
head, neck (x2), face, shoulders* |
severable
|
arms |
|
severable
|
legs |
legs, waist* |
severable
|
heart |
|
severable
|
brains |
|
severable, zombie food
|
guts |
body, about |
severable, always poisoned
|
hands |
hands, wield, shield, wrist (x2), arms*
|
feet |
feet
|
fingers |
finger (x2)
|
ear
|
eye
|
long_tongue
|
eyestalks
|
tentacles
|
fins
|
wings
|
tail
|
claws
|
fangs
|
horns
|
scales
|
tusks
|
Or in other words,
Wearloc |
Required Part flag
|
take |
none (aka can be put in a mob/player inventory -- not actually a wearloc)
|
finger |
fingers
|
neck |
head
|
body |
guts
|
head |
head
|
legs |
legs
|
feet |
feet
|
hands |
hands
|
arms |
hands
|
shield |
hands
|
about |
guts
|
waist |
legs
|
wrist |
hands
|
shoulders |
head
|
wield |
hands
|
hold |
none
|
nosac |
not actually a wearloc
|
wearfloat |
none
|
face |
head
|
- The waist, arms, and shoulders slots are defunct and SHALL NOT BE USED for normal equipment
- The Brawling warrior style has special attacks that only execute if the opponent has certain parts; eye, tail, feet, or arms.
- The guts, head, heart, arms, legs, and brains parts can cause dismembered mob organs to be created when the mob dies.
- A mob requires the brains part in order to take any damage from the Brainbuster spell.
- A mob without hands cannot use weapons or equip shields.
- Items which do not have the Take flag can't be sacrificed, so it is redundant to put nosac on these items also.
- Items without a Take flag can't be held by players or mobs at all. Avoid resetting these onto mobs or trying to have mobs oload them.
ACT FLAGS
sentinel |
Mob won't wander between rooms (although it can still move if instructed to by an mprog).
|
scavenger |
Mob will pick up takeable objects in the room, starting with the most valuable.
|
inert |
Mob can't be seen in the room (but can still be interacted with).
|
omnisight |
Mob can see everyone despite invisibility etc but can't necessarily see in the dark.
|
aggressive |
should target a random PC, not more than 5 levels higher than the mob, chosen from an entire group entering the room at once - may be funky with portals
|
stay_area |
Mob won't wander outside the area it was reset into.
|
wimpy |
Mob will try to flee from combat at 20% hp or less.
|
pet |
Mob is a pet? Probably reserved for pet code. Don't use this.
|
train |
Players can Train at this mob -- defunct
|
practice |
Players can Practice at this mob -- defunct
|
passive |
Mob doesn't fight back with autoattacks, its current health isn't visible when you 'look' at it, nor will Peek work on it.
|
hyper |
Mob wanders around real fast.
|
visdeath |
Mob can only be seen by immortals and can't be interacted with by players.
|
mage |
Mob gets -5 to Saves
|
thief |
Mob has the Smokescreen skill
|
warrior |
Mob has the Shield Block skill
|
noalign |
Mob won't affect player alignment at all when killed.
|
nopurge |
Mob can't be purged by immortals (the Mob Purge command from a mob can still affect these).
|
outdoors |
Mob won't wander into Indoor flagged rooms.
|
indoors |
Mob won't wander outdoors.
|
healer |
Mob offers hardcoded heal-for-cash services (EG Selan).
|
gain |
Doesn't do anything -- in stock ROM allows for gaining new skills.
|
update_always |
Mob does things even when no player in the area. Avoid using this as it spikes CPU usage badly.
|
changer |
Mob is a bank.
|
hyper_res |
Mob takes 1/4 damage from sources it resists (instead of 2/3) and double damage from sources it's vulnerable to (instead of 3/2).
|
Notes on wandering mobs:
- When mobs try to move, they make three attempts. Each attempt, they pick a random exit in the room and then look at it more closely. If they can't move, they try again. If they can move, they do.
- Mobs will not wander through closed doors (even if affected by pass_door) or into no_mob rooms.
- Mobs with the stay_area flag will not wander between areas (which area its' vnum is in doesn't matter).
- Mobs with the Outdoors flag won't wander into Indoors rooms. Mobs with the Indoors flag won't wander into rooms that aren't flagged Indoors.
- Only Flying mobs will move into Air sector rooms. Only mobs with the Swim affect will move into any sort of water room.
ACT2 FLAGS
doublexp |
Mob gives double XP.
|
halfxp |
Mob gives half XP.
|
noxp |
Mob gives no XP.
|
noparts |
Mob leaves no parts when killed.
|
sociable |
Mob talks to or slaps people that use socials on it.
|
aquatic |
Mob won't wander outside water rooms.
|
xpandahalf |
Mob gives 1.5x XP.
|
adept |
Mob uses skills at 100% (instead of 75%).
|
inept |
Mob uses skills at 50% (instead of 75%).
|
carryall |
Mob has no weight or item# limits.
|
priority |
Mob will be targetted first by opponents with the AI_1 flag.
|
antihyper |
Mob wanders especially slowly.
|
parsename |
Mob will have a unique name as its first name when it resets.
|
noattack |
Mob can't be attacked by anyone.
|
necromancer |
Mob offers corpse retrieval for cash services, as Xzar, Caroline, etc.
|
raidmob |
Mob can be attacked by anyone with no regard to 'kill stealing'.
|
carrynone |
Mob can't pick up or be given items
|
passivelite |
Mob won't auto-attack but still has visible health and such
|
ally |
Is treated as a PC for some attack-safety purposes -- EG Ally mobs won't hit other Ally mobs with area attacks
|
shopkeepitems |
Shop will not slowly discard items sold to it.
|
OFF FLAGS
A lot of these are affected by the adept/inept Act flags
area_attack |
Mob hits everything that's fighting it with its normal attacks.
|
backstab |
Mob is capable of using the Backstab skill, and would if it aggroed, but mobs don't aggro, so it does nothing.
|
bash |
Mob has a 12.5% chance of using the bash skill, if it's not lagged.
|
berserk |
Mob has a 12.5% chance of using the berserk skill, if it's not lagged and isn't already berserk.
|
disarm |
Mob has a 12.5% chance of using the disarm skill, if it's not lagged. The mob needs a weapon.
|
dodge |
Mob can dodge melee attacks as a player with the dodge skill at 75%.
|
fade |
Doesn't do anything.
|
fast |
Mob attacks twice always, doesn't stack with Haste. Mob will ignore Slow if affected. Mob gets +2 DEX when spawned.
|
kick |
Mob has a 12.5% chance of using the kick skill, if it's not lagged.
|
dirt_kick |
Mob has a 12.5% chance of using the dirt kick skill, if it's not lagged.
|
parry |
Mob can parry attacks; works half as often with no weapon.
|
rescue |
Mob will try to rescue the target of its target, if that target is at 50% hp or less.
|
gasbreath |
Mob has a 12.5% chance of using the Sour Mouth spell, but with no lag or mana cost (will expend a Charge though)
|
trip |
Mob has a 12.5% chance of using the trip skill, if it's not lagged.
|
crush |
Mob has a 12.5% chance of using the smash skill, if it's not lagged.
|
assist_all |
Mob will assist all other mobs that it sees fighting.
|
assist_align |
Mob will assist other mobs with a similar alignment, chunked out to good/neutral/evil.
|
assist_race |
Mob will assist other mobs of the same race.
|
assist_players |
Mob will assist players as long as the player isn't more than 5 levels above them. This has precedence over the other assist flags.
|
assist_leader |
If following someone, mob will assist its leader.
|
assist_vnum |
Mob will assist mobs of the same vnum.
|
second_attack |
Mob has the 2x-Cut skill.
|
third_attack |
Mob has the 3x-Cut skill.
|
ai_retargeting |
Mob will aggro onto players that have recently fled from it, and selectively hit targets with the Priority act flag. If the mob's attacks are ineffective, it will re-target randomly to another member of the same group.
|
ai_flees |
Mob will flee from sandstorms, flurries, miasmas, wildfires, etc unless it's immune to the appropriate damage type.
|
ai_rests |
Mob will rest when injured (hp<50%), stand up when it's recovered (hp>75%).
|
ai_potiondrinker |
Mob will semi-intelligently "quaff" defensive and healing type potions in its inventory during combat, if it did not take another non-mobprog action in the round.
|
- Only one of the various 12.5% flags can trigger in any given round. A mob will all eight will try to use one (and only one) every single round.
BEHAV FLAGS
random_innate |
Mob randomly has one of the 6 elemental innates. This creates one resistance and one vulnerability.
|
rand_phys_resist |
Mob randomly resists one of bashing, slashing, or piercing.
|
rand_misc_resist |
Mob randomly resists one or two non-physical elements.
|
rand_phys_vuln |
Mob is randomly vulnerable to one of bashing, slashing, or piercing.
|
rand_misc_vuln |
Mob is randomly vulnerable to one or two non-physical elements.
|
travelingpet |
Mob will automatically teleport to its master as long as it has one, and will otherwise despawn itself unless it is inside of a petshop room.
|
broke |
Mob will spawn with zero gold and zero silver, no matter what wealth value is set on its template.
|
AFFECT FLAGS
blind |
Character can't see anything! Mobs ignore this flag so their mobprogs work
|
invisible |
Character can only be seen and targetted by things with detect_invis.
|
detect_evil |
Character sees evil objects and characters with a red aura.
|
detect_invis |
Character can see invisible objects and characters, and knows they're invisible.
|
detect_magic |
Character sees a blue aura around magical objects.
|
detect_hidden |
Character can see hidden objects and characters, and knows they're hidden.
|
detect_good |
Character sees good objects and characters with a gold aura.
|
sanctuary |
Character is permanently under the effects of Nayru's Love (half damage from everything).
|
faerie_fire |
Character has a pink aura. Negates invisibility.
|
infrared |
Character can see warm_blood mobs in the dark.
|
curse |
Character is flagged as cursed. All skill effectiveness is reduced by 15% while this flag is applied, but the character is immune to the Curse spell.
|
solidified |
Character is completely frozen!
|
poison |
Character is flagged as poisoned. This flag has no affect on stats but the character can't be poisoned again. Regeneration is decreased while this flag is applied, however.
|
protect_evil |
Character takes 2/3 damage from evil foes.
|
protect_good |
Character takes 2/3 damage from good foes.
|
sneak |
Character doesn't generate echoes when moving from room to room. Triggers GRALL but not GREET progs.
|
hide |
Character is hiding. Using any command removes this effect.
|
sleep |
Character is under the effects of permanent magical sleep!!
|
charm |
Character is under the effects of a Charm spell. Don't use.
|
flying |
Character is flying: reduced MV costs everywhere (by 1 per room), can travel into air sector rooms, and doesn't need a boat to travel into noswim sector rooms. Also immune to Trip and Earthquake.
|
pass_door |
Character can walk through some closed doors.
|
haste |
Character is under the effects of Haste: always gets exactly 1 extra attack in combat, but regenerates at half speed.
|
calm |
Character is under the effects of the Calm spell. Character can't use berserk.
|
plague |
Character is flagged as plagued. Regeneration is decreased but the player can't be hit with the Bio 2 spell.
|
locusts |
Character is a swarm of locusts per the Plague Swarm spell. *Cannot be set on a mob's template or applied by an item.
|
dark_vision |
Character can see anything in any kind of darkness without a light source.
|
berserk |
Character is under the effects of Berserk! Character can't cast spells, everything the character sees is red, and they get a 50% penalty to all saving throws.
|
swim |
Character doesn't need a boat to enter noswim sector rooms.
|
regeneration |
Character regenerates HP twice as fast!
|
slow |
Character has a chance to simply not attack during combat. 2x-cut and 3x-cut chances are reduced dramatically. Ignored if the mob is flagged off_fast. Character also regenerates at half speed AND spends more MV when traveling.
|
scarecrow |
Character is affected by the Scarecrow spell -- can't eat, drink, or move, and melee attacks do reduced damage.
|
AFFECT2 FLAGS
focus |
double mana regeneration
|
motivation |
slight movement regeneration
|
theatrical |
takes damage when receiving an affect
|
frenzy |
grants extra attack
|
vampirism |
Like a vampire, the character regenerates mana and mv at half speed, and no hp at all if outdoors during the day. Unlike a vampire, the character regenerates mana and mv twice as fast at night or indoors!
|
paralysis |
character has a 1/3 chance to not autoattack each round, and a 1/3 chance to fail to execute any entered command with an mv cost
|
wildcasting |
character has Wildcasting active (does not grant any inherent skill%)
|
fast |
no command lag when moving rooms (like vehicle fast)
|
daze |
character's skills are worsened to 3/4 of normal. mobs will fail to perform non-mobprog actions in combat (ai retargeting, off flags)
|
whirlwind |
character has Whirlwind active (does not grant any inherent skill%, but also does not apply any hitroll penalty)
|
SHIELD FLAGS
charge |
Character does 1.5x damage with all applicable spells. DOES NOT DISSIPATE UNLESS IT IS APPLIED BY THE CHARGE SPELL.
|
sabotaged |
Character takes damage when using skills or spells.
|
hallucinating |
Character is under the effects of the Mushroomize spell; all MUD output turns wacky.
|
terrified |
Character may cower helplessly in combat, with a greater chance is the foe's level is higher than the character's. Also makes the character try to flee.
|
haunted |
Character is tormented by minighosts.
|
confused |
Character hits itself sometimes in combat.
|
stat enhancement |
Character is under the effects of one of Sage Aura, Brilliance, Limber, Valor, or Vigor/Warcry and can't be affected by another one.
|
ice shield |
Returns 20 to 30% of melee damage as bash-type damage
|
thorn shield |
Returns 20 to 30% of melee damage as pierce-type damage
|
crystal shield |
Returns 20 to 30% of melee damage as slash-type damage
|
osmosis |
Character loses MP steadily. Also decreases MP regeneration.
|
volta |
Character does not auto-attack but has double normal dodge chances.
|
manashield |
Character has Mana Shield permanently up. It will give the 'your shield broke' message with every attack if they're at 0MP but they'll still take full damage.
|
kamikaze |
Character is going to Detonate. *Cannot be set on a mob's template or applied by an item.
|
zeal |
Character fails all saving throws but receives a bonus to damage for each bad affect
|
bleeding |
Character loses HP steadily. Some types of bleeding make you bleed worse than others!
|
undead |
Character is a zombie with a relentless hunger for delicious brains. All text is dark gray, healing spells do damage instead of healing, and the poor bastard doesn't necessarily die when they drop below 0hp! This is distinct from the undead form flag.
|
oozaru form |
Character is an oozaru and can't cast spells.
|
double image |
Character has a double image. It will take one attack and then vanish.
|
ink |
Character has been inked. Display is all goofed up with large black splotches.
|
seraph form |
Character has seraph form and can't cast spells.
|
reflect |
Spells targetted at the character bounce back the wrong way
|
surefire casting |
Character has surecasting on.
|
jinx |
Character has a 33% chance of dropping any weapon they're wielding in any combat round.
|
leechseed |
Character is under the effects of the Leech Seed spell. *Cannot be set on a mob's template or applied by an item.
|
bees |
Character is covered in bees which deal periodic damage.
|
choke |
Character is affected by Choke and casts spells at 3/4 the normal strength.
|
endure |
Character cannot be reduced below 1hp.
|
sheltered |
Character is being sheltered by a friendly Templar. *Cannot be set on a mob's template or applied by an item.
|
bide |
Character is using the skill Bide. *Cannot be set on a mob's template or applied by an item.
|
Some of these affects can't be applied to a mob's template, only by spells; homing attack, stat enhancement, extension, kamikaze, short term combat effect, oozaru form, double image, seraph form, Jumi empathy, surefire casting, and leechseed.
OBJ FLAGS
For more details on object types see Flags Compendium/Obj Types
light |
Light sources, go in a special 'light' slot when equipped no matter what wear flags you use
|
scroll |
Can be recited or read to cast 1-4 spells on a target. Works from base inventory, consumed when used, uses Artifice skill.
|
wand |
Can be zapped or used to cast 1 spell a set number of times on a target. Must be equipped, any slot is OK. Uses Artifice skill. Explodes when out of charges unless NOEXPLODE extra flag is set.
|
staff |
Can be brandished or used to cast 1 spell a set number of times on all targets in a room! Must be equipped, any slot is OK. Uses Artifice skill. Explodes when out of charges unless NOEXPLODE extra flag is set.
|
weapon |
Changes wearer's melee autoattack damage to the type and amount specified in the object. Must be in the Wield slot to work.
|
treasure |
No inherent properties, reserved for salable loot.
|
armor |
Modifies wearer's armor values. Can be equipped anywhere.
|
potion |
Can be quaffed or drunk to cast 1-4 spells on the drinker. Works from base inventory, consumed when used.
|
furniture |
Various flags allow characters to sit, rest, stand, or sleep on, in, or at these objects. Recovery rates can be modified as well.
|
trash |
No inherent properties, reserved for nonsalable loot.
|
container |
Object that holds other objects. Can be closable/lockable like a door.
|
drinkcontainer |
Holds a set quantity of a certain liquid. Liquids can be replaced with different liquids. Disappears when empty unless NOEXPLODE is set.
|
key |
Object vanishes on logout, if the player is in a room outside of the item's source area. Has no other properties.
|
food |
Can be eaten for food/full value and cast 1 spell on the eater.
|
money |
Is abstracted into current wealth when picked up by a player. Dropped wealth turns into a money object. The Priest class can sacrifice money to recover mana for 1 MP per 50 silver.
|
boat |
Can be equipped or in base inventory for players to move in water rooms. Defunct.
|
npccorpse |
NPC Corpse. Reserved.
|
fountain |
Like a drinkcontainer but the liquid inside can't be poisoned. Drinkcontainers can also be 'fill'ed from it.
|
pill |
Can be eaten to cast 1-4 spells on the drinker. Works from base inventory, consumed when used.
|
protect |
Uncoded junk. Don't use.
|
map |
Uncoded junk. Don't use.
|
portal |
Objects that can be 'entered' to take the character to a set room. Can be closable/lockable like a door.
|
warpstone |
Used to be necessary for the Nexus spell.
|
roomkey |
Uncoded junk. Don't use.
|
gem |
Uncoded junk. Don't use.
|
jewelry |
No inherent properties. Used for equippables that aren't armor.
|
event |
An object with both charges and cooldown capability, which executes an mprog when 'zap'ped or 'use'd. Uses Artifice skill.
|
slotmachine |
Type "Game slots" at a slot machine to spin the wheel. Slot machines can have their cost and jackpot size specified in the object template. Just kidding! Disabled.
|
gun |
Uncoded junk. Don't use.
|
ammo |
Uncoded junk. Don't use.
|
vehicle |
Vehicles allow players to consume less movement points as they travel, move faster, and/or travel to rooms they can't enter on foot.
|
exit |
Uncoded junk. Don't use. Not the same as a real exit.
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rod |
Can be zapped or used to cast 1 spell on a target with a set delay between uses. Must be equipped, any slot is OK. Uses Artifice skill.
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glow |
Item can be seen in the dark, shows (glowing) before its short desc
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hum |
Item shows (Humming) before its short desc
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norecharge |
Wand, staff, rod, or event can't be recharged with the Recharge spell. Weapon or armor can't be enchanted. Light can't be recharged with the Phlogiston spell.
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autoconsume |
Item is automatically used as soon as it's picked up off the ground. Works with potions, pills, and artifice items.
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evil |
Item has a red aura if you can detect evil, can be removed with Bless.
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invis |
Item can only be seen if you have detect invis, and shows (Invis) if you can
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magic |
Item shows as magic if you can detect magic
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nodrop |
Item can't be dropped, can be removed with Bless
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bless |
Item has a blue aura if you can detect good, can't be poisoned, and is a little easier to enchant. Is removed by Curse.
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anti-good |
Item cannot be worn, held, or wielded by characters at or above 350 alignment.
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anti-evil |
Item cannot be worn, held, or wielded by characters at or below -350 alignment.
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anti-neutral |
Item cannot be worn, held, or wielded by characters between -350 and 350 alignment.
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noremove |
Item can't be removed. This flag is removed by uncursing
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inventory |
Item is part of a shopkeeper's inventory and will be sold with infinite quantity left. Also evaporates when the holder dies, like rotdeath.
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nopurge |
Item can't be purged. Use sparingly!
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rotdeath |
Item poofs when whoever is holding it dies. If a mob dies with one of these, it will vanish.
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visdeath |
Item can only be seen by immortals
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uncounted |
Item doesn't count against the holder's carry number or weight capacities.
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nonmetal |
Item would be unaffected by old versions of the Heat Metal spell, currently does nothing
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meltdrop |
Item poofs when dropped or stolen. If a mob dies with one of these, it will appear in the room.
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decaying |
Item loses 1 condition per minute, then disintegrates.
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sellextract |
Item poofs when sold to shopkeeper -- doesn't show up in their inventory
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nodestroy |
(AKA burn_proof in the code for some reason) Item can't be poisoned, and can't be destroyed by various item-destroying affects (which I think are disabled)
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nouncurse |
Item can't be uncursed. (nodrop, noremove flags)
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noecho |
On portals, suppresses any echoes about entering or exiting the portal, and the message that displays when a portal disappears due to being out of charges. On decaying objects, suppresses the message when the item is destroyed. On food/pill/artifice objects, suppresses item use messages to others in the same room (but not the user/consumer).
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adhesive |
Item stays with a player, not on their corpse
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nochk |
Wand, Scroll, Staff, Rod, and Event items with this flag won't check a character's artifice skill when used, but just always work
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noremort |
Item can't be carried through a remort
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inert |
Item doesn't appear in rooms its in
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noexplode |
Wand and staff type item won't disintegrate when their charges are used up. Drinkcontainers won't poof when empty.
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antihuman |
Can't be equipped by Human race
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antimoogle |
Can't be equipped by Moogle race
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antisaiyan |
Can't be equipped by Saiyan race
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antiesper |
Can't be equipped by Esper race
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antihylian |
Can't be equipped by Hylian race
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antikokiri |
Can't be equipped by Kokiri race
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antigiganto |
Can't be equipped by Giganto race
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antimatango |
Can't be equipped by Matango race
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antireploid |
Can't be equipped by Reploid race
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antikoopa |
Can't be equipped by Koopa race
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antipmpkn |
Can't be equipped by Pumpkinhead race
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antiknight |
Can't be equipped by Knight class
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antiwarrior |
Can't be equipped by Warrior class
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antithief |
Can't be equipped by Thief class
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antiwizard |
Can't be equipped by Wizard class
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antipriest |
Can't be equipped by Priest class
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antigeomancer |
Can't be equipped by Geomancer class
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antisummoner |
Can't be equipped by Summoner class
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antifemale |
Can't be equipped by female characters
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antimale |
Can't be equipped by male characters
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antineuter |
Can't be equipped by sexless characters
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cursed |
Item becomes noremove when equipped
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unique |
Characters can't pick up one of these if they already have one.
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remortable |
Item was carried through a remort and won't vanish on logout if it's out of the player's level range.
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antinu |
Can't be equipped by Nu race
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antikirby |
Can't be equipped by Kirby race
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antilobsterman |
Can't be equipped by Lobster race
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antiranboob |
Can't be equipped by Ranboob race
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antijumi |
Can't be equipped by Jumi race
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antidancer |
Can't be equipped by Dancer class
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antimob |
Can't be equipped by mobs
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- NOTE: Old classes are affected by antiwizard, etc, just as new ones are.
exalted |
Can only be equipped by players who have remorted at least once (if remort $n >= 2)
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heroic |
Can only be equipped by players who have remorted at least five times (if remort $n >= 6)
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epic |
Can only be equipped by players who have remorted at least ten times (if remort $n >= 11)
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perishable |
Object will disappear on logout if the character is not in the object's source area.
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owned |
Object cannot be equipped unless it shares all name keywords with the character.
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eventitem |
A consumed food, potion, or pill, or recited scroll item won't cast a spell, but instead execute a mobprog specified by the item's data fields (v2, v0, v0, or v0 respectively).
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- NOTE 1: Objects restricted by number of remorts will also not be saved to unqualified player files when logging out, UNLESS they are somehow also flagged as remortable.
- NOTE 2: Mobiles cannot remort, so exalted, heroic, and epic objects are effectively also antimob.
AREA EXFLAGS
visdeath |
Area is not visible on 'areas' display.
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norecall |
No recalling anywhere within this area. Also prevents new Bedit houses, or use of the Summon spell in the room.
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nosummon |
No summoning within this area.
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noweather |
Weather is always 0 wind, 0 sky, and the 'weather' command fails with no map displayed.
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cold_weather |
Weather messages mention snow instead of rain, and other tweaks to represent chilly areas.
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norandoport |
'random' and 'buggy' portals will not send characters to rooms in this area.
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bonusxp |
kills in any room in this area grant 1.5x xp, and any mob from this area also grants 1.5x xp; does not stack with itself, but does stack with other xp flags. intended for Area of the Month areas *only*!
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