Materials (detailed)
Coding: This article contains code which is for experienced users only, and may reveal game secrets
This page is designed to detail the mechanics behind each material's properties as defined in materials.dat. For more general usage, please see the list of materials.
Core
Core values must be defined in every individual material's entry - they do not default to a set value.
AttachedGod - the god the material is attached to. Gods like being offered items made of their favourite materials.
Color - the color of the material in RGB values.
ConsumeType - determines which characters are able to eat the material.
Density - influences the weight of anything made of the material (multiplied by volume)
NameStem - the material's name (e.g. "granite")
StrengthValue - increases weapon damage, item durability, and resistance to physical damage for armor.
Basic
Basic values are important and commonly utilized, but can default to pre-set values or do not need to be set at all.
Alpha - How transparent the material is, between 0-255. 255 is solid, 0 is invisible.
BodyFlags - flags specific to the material's use as a bodypart of some description. See BodyFlags page.
CategoryFlags - determines a wide variety of things, see CategoryFlags page.
CommonFlags - determines whether some interactions with other game mechanics (e.g. can be wished/cloned/mirrored/sold for a high price)
Flexibility - Most importantly determines the damage of whips and belts, but also reduces damage to armor and determines the language used around the item made of the material (e.g. "plate mail" is a low flex armor, "armor" is high)
HardenedMaterial - what the material hardens into when a scroll of harden material or successful prayer to Loricatus is used.
IntelligenceRequirement - how much INT you need in order to harden a material to this material. For changing directly
into the material, add 5 to this value.
InteractionFlags - determines whether certain interactions affect items made of the material (e.g. can burn, dissolve in acid, explode if lit, affect your innards if consumed...)
PriceModifier - Artificially raises an item's sell value by this value multiplied by weight divided by 20000.
NameFlags - dictates proper english (whether to use "an" instead of "a" when referring to objects made of the material.)
NaturalForm - what a terrain object or golem of the material reverts into when destroyed (e.g. stone, stick, lump)
Consumption Related
Values only required for food and drink materials.
ConsumeEndMessage - chooses which consume end message to display from a list. These are shown in the message box when the player or a visible character finish consuming the material.
ConsumeWisdomLimit - AI controlled entities will avoid consuming this material if their WIS is equal to or above this value.
Effect - how consuming the material affects a character. These are detailed on the eating page.
EffectStrength - artifically increases the potency of the material's consume effect.
HitMessage - Similar to consume end message, except displayed when consumption is in progress.
NutritionValue - affects how filling the material is when consumed by a character. See Eating.
Dangerous
Values which influence negative effects.
Acidity - capacity to cause acid burns and dissolve equipment.
ExplosivePower - how large an explosion the material will make if ignited.
RustModifier - artificially raises how quickly the material rusts anything it is spilt on.
StepInWisdomLimit - how much WIS an AI controlled character needs to actively avoid stepping in the material.
Stickiness - chance to cause characters to become stuck in place if they step on or in the material.
Optional
Less important or less commonly used material values.
Emitation - the color and intensity of light the material naturally emits in RGB values.
DisablesPanicWhenConsumed - whether consumption of the material immediately relieves panicked status. Most notably a property of Vodka.