>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
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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.