>Object Flags< The following is a list and a brief description of all object flags. syntax: name flag # stat name defined name The value for flag # includes the offset of +1 ======================================================================= Permanent 1 Pperm OPERMT Object will remain in a room until a player picks the object up. Hidden 2 Hidden OPERMT Object appears hidden, players need to sucessful search to find the object. (if a monster is carring an item with the hidden flag set, players will not see the object on the monster after the monster is killed). Invisible 3 Invis OINVIS Players without detect-invisible are unable to pick the object up or use the object. Prefix Some 4 <none> OSOMEA The object will be preceded with the word 'some' instead of the word 'a'. Plurals 5 <none> ODROPS If more than one of the object appears do not add an 's' to make the object name plural. No Prefix 6 <none> ONOPRE The object name will be displayed without any form of a prefix. Container 7 Cont OCONTN Object may serve as a container, where players may put other items into the container. Players can not put a container into a container. Weightless Container 8 Wtless OCONTN The weight of all the items inside the container are not included as part of a players total weight. Temp Permanent 9 Tperm OTEMPP Inventory Permanent 10 IPerm OPERM2 Mage restricted 11 Nomage ONOMAG Object may not be wored by mages. This flag has become obsolete with the class selective flags (OCLSEL). Light Source 12 Light OLIGHT Object provides a light source if equiped. Good Only 13 Good OGOODO Only players that have a "good" alignement may use the object. If used by an "evil" player, the player will be shocked by the item. Evil Only 14 Evil OEVILO Only players that have a "evil" alignement may use the object. If used by an "good" player, the player will be shocked by the item. Enchanted 15 Ench OENCHA Object is enchanted, and can not be enchanted with the enchant spell unless the object loses it enchant. It is imported to set this flag on ALL magic weapons and armor (items with a '+' associated with them). Non repairable 16 NoFix ONOFIX Once the object has broke, the smitty will be unable to repair the object. This flag is unnecessary for wands and potions since those objects are automatically unrepairable. Climbing Gear 17 Climbing OCLIMB When the object is equiped, it will aid the player in exits that require climbing gear to ascend or repel. Cannot be taken 18 Notake ONOTAK Players will be unable to 'get' the object. This is useful for signs and other unremovable devices. OSCENE 19 Scenery OSCENE Object is part of a room's scenery, and is unremovable by the players. Sized armor 20/21 Sized OSIZE1/OSIZE2 Object can only be worn by selected size (race). If 00 = wearable by all, 01 = wearable by small race, 10 = wearable by medium race, 11 = wearable by large race. Random Enchant 22 RandEnch ORENCH The object will be given a random enchant value (nornal, +1, +2, or +3) when ever the object is created (when a monster appears and drops it). Cursed 23 Cursed OCURSE Object is cursed, once the object is wielded, held or worn by a player, the player will be unable to remove the item. Worn 24 Worn OWEARS Object is currently being worn by a player, this is an interal flag, and should not be set on an object. Floor usable 25 Use-floor OUSEFl Object can be used by players even though the object is on the floor. Devouring container 26 Devours OCNDES Any placed into the container will be destroyed. Female only 27 Nomale ONOMAL Object will only be usable by players of the female gender. Male only 27 Nofemale ONOFEM Object will only be usable by players of the male gender. Damage based object 29 NdS dam ODDICE Various spells if invoked by an object, will base their damage on the number*sides +plus. This flag should not be set unless you are sure the spell is design for NdS damage. Currently drain energy is the only spell designed for NdS. Pledge Only 30/31 Kingdom 0/1 OPLDGK/OKNGDM Object may only be use / worn by players who have pledged. The OPLDGK needs to be set, the OKNGDM determines which kigdom theobject belongs to. If OKNGDM is unset then object belongs to kingom 0 otherwise the object belongs to kingdom 1. Class selective 32 Cls-Sel: OCLSSEl Object can only be used by selected classes. The following eight flags detemine which classes can use the object. Assassin usable 33 A OASSNO If this flag is set in conjunction with OCLSSEL, then assassin classes can use the object. Barbarian usable 34 B OBARBO If this flag is set in conjunction with OCLSSEL, then barbarian classes can use the object. Cleric usable 35 C OCLERO If this flag is set in conjunction with OCLSSEL, then cleric classes can use the object. Fighter usable 36 F OFIGHO If this flag is set in conjunction with OCLSSEL, then fighter classes can use the object. Mage usable 37 M OMAGEO If this flag is set in conjunction with OCLSSEL, then mage classes can use the object. Paladin usable 38 P OPALAO If this flag is set in conjunction with OCLSSEL, then paladin classes can use the object. Ranger usable 39 R ORNGRO If this flag is set in conjunction with OCLSSEL, then ranger classes can use the object. Thief usable 40 T OTHIEO If this flag is set in conjunction with OCLSSEL, then thief classes can use the object.