Items & Rings

Items & Rings

Classnames: item_armor_amulet/bracer/breastplate/helmet, item_health;
Ring_Flight,Ring_Regeneration,Ring_Turning,Ring_Waterbreathing
Purpose: Boosting player attributes.
H2 Code: items.hc, rings.hc
fields required: origin
Items & rings sit there waiting to be grabbed by player, and act on same immediately rather than going into an inventory. Since they rotate, an angle-field would be meaningless. Like other point entities, items can also trigger events and toggle lights when acquired; this works in original H2 but wasn't actually used by Raven until Portal of Praevus (thanks to Terata for enlightenment on this).

Fields

origin Value is a triple of number, location of item or ring. Your editor should manage this visually, automatically.
target Value is a name, of target triggered when item is acquired.
style Value is a number (32 or greater) used in conjunction with target for toggling lights; this style values is to be shared by all lights that toggle together.
spawnflags Value 1 means item hangs floating where put it in the map, rather than dropping to convenient grabbing distance off the floor (default value = 0). Your map editor should provide some kind of labelled checkbox scheme for spawnflags,

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