[Crossfire-wiki] [Crossfire DokuWiki] page changed: dev:object_types

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Fri Dec 28 23:08:32 CST 2007


A page in your DokuWiki was added or changed. Here are the details:

Date        : 2007/12/28 23:08
User        : kbulgrien
Edit Summary: Add type 94 (HOLE) information.

@@ -9,9 +9,38 @@
      * [[dev:objects#Types (type) & Subtypes (subtype)|dev:objects Types (type) & Subtypes (subtype)]]
    *  SVN
      * [[http://crossfire.svn.sourceforge.net/viewvc/crossfire/server/trunk/include/define.h|server/include/define.h]]
  
- ======server/include/define.h Excerpt======
+ ======Type Information======
+ 
+ =====HOLE (94)=====
+ 
+ Holes send objects that fall through them to a new location on the current map.
+ 
+   * The destination after falling through the hole is random.
+   * Become "full" (Can stop working) if destination is blocked.
+   * May be opened and closed via connection.
+   * Monsters, spells, etc. can fall through.
+   * Can trigger on all movement types.
+ 
+ **Special Object Attributes**
+ 
+ | connection | When a connection value is set, the pit can be opened/closed by activating the connection. |
+ | destination X \\ destination Y | The pit will transport creatures (and items) randomly into a two-square radius of the destination coordinates.  If the destination square becomes blocked, the pit will act like it is filled up and will not work any more. |
+ | position state | The position state defines the position of the gate:  Zero means completely open/down, the "number of animation-steps" (usually about 6 or 7) means completely closed/up state.  The default value is usually recommended. |
+ | affected movement | Make creatures using these movement types fall into the pit.  Movement types other than walking is not the behavior expected from a pit, and other settings should only be used for map-mechanisms (e.g. for transporting flying monsters).  An interesting side-effect is if this flag is enabled, spell effects like fire/snow also make their way through the pit. |
+ 
+ =====Common Object Attributes=====
+ 
+ | name | The name of the object displayed to players. |
+ | image | The image name defines what image is displayed for this object. |
+ | glow radius | If glow radius is set to a value greater than zero, the object appears lit up on dark maps.  It can be a value between 0 and 4 with higher values emitting greater amounts of light. |
+ | smooth level | If smooth level is set to a value greater than zero, the object will be drawn partially over adjacent squares having a lower smooth level.  The value must be between 0 and 255 (inclusive) where 0 means "never overlap adjacent squares". |
+ | elevation | The elevation, or height above sea level) of this tile.  It is used for weather calculations and should be in the range -32000 to 32000.  The elevation of a tile must be set in the bottom-most game object; elevation values for non-bottom-most game objects are ignored by the Crossfire server. |
+ | invisible | Makes the object invisible.  Depending on the object type, some can be made visible by the show_invisible spell.  If in doubt, test it.  Putting an invisible object under the floor always prevents it from being shown. |
+ | block view | If set, players (and monsters) cannot see beyond the object unless they cross it or manage to stand on top of it. |
+ 
+ ======Server define.h Object Type Excerpt======
    /**
     * @defgroup OBJECT_TYPE Object types.
     *
     * Only add new values to this list if somewhere in the program code, it is


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Old Revision: http://wiki.metalforge.net/doku.php/dev:object_types?rev=1198801621
New Revision: http://wiki.metalforge.net/doku.php/dev:object_types

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