[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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