[Crossfire-wiki] [Crossfire DokuWiki] page changed: dev:object_types
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Thu Jan 10 19:49:55 CST 2008
A page in your DokuWiki was added or changed. Here are the details:
Date : 2008/01/10 19:49
User : kbulgrien
Edit Summary: Add 'identified' to the common list; adjust some wording.
@@ -604,13 +604,14 @@
* "maxhp <number>" should only be set to a summoning rune. It will then summon <number> creatures of <monster_arch_name>.
Notes on usage:
Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea. One can use this feature intentionally though to create chain-reactions of summoning runes and such things, however one should be careful about doing this.
+
===== Common Object Attributes =====
- The following attributes are used for many different object-types: (These are only mentioned here, not in the detailed list of object-types later. Apply them to all objects where they make any "sense".)
+ The following attributes are used for many different object-types: (These are only mentioned here, not in the detailed list of object-types above. Apply them to all objects where they make any "sense".)
^ CrossfireEditor ^ arch/map field ^ Description ^
| name | name <name> | The name of the object displayed to players. |
| title | title <title> | An object's title. Once the object is identified the title is attached to the name. Typical titles are "of mostrai", "of xray vision" etc. |
@@ -619,14 +620,16 @@
| | weight <grams> | Makes an object weigh <grams> grams (1000g is 1kg). Objects with "weight 0" are not pickable for players. Still, set "no_pick 1" for explicitly non-pickable objects. |
| | value <num> | Adds a certain value to the object: It will be worth <num> times the default value from it's archetype. Value for buying/selling will be further modified by various factors. Hence, testing values in-game is usually inevitable.
| | material <number> | <number> is a bitmask, containing the information of what material the object is made of. An object's material affects its likelihood to get destroyed by certain hazards (fire/cold/acid..). Material 0 or 256 means the object cannot be destroyed at all (this is VERY important for special keys!). Read more about materials here. |
| | msg \\ <text> \\ endmsg | <text> is the "story" or description of the object (for the players). This should work for all pickable items in some way. For other object-types (living creatures/magic mouth..) this message has special meanings. In crossedit you can write this kind of message into the big text-frame in an object's attribute window. Add stories to all the special artifacts you create! |
- | invisible | invisible 1 | 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, but, in some cases, might cause malfunction to the object. You may find more detailed info about this matter in the description of the affected object types. |
| 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. |
+ | identified | identified <0/1> | Whether the item is identified or not. If it is, both the name and title are shown to the player. |
+ | invisible | invisible 1 | 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, but, in some cases, might cause malfunction to the object. You may find more detailed info about this matter in the description of the affected object types. |
| 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. |
| block view | blocksview <0/1> | If set, players (and monsters) cannot see beyond the object unless they cross it or manage to stand on top of it. For multi-tile objects, this flag may be set uniquely for each part. |
+ Note: When attributes are specified in multi-tile arch, most attributes need only be set in the head part, though there are some which may be uniquely set for each non-head part.
======Server define.h Object Type Excerpt======
/**
IP-Address : 70.254.39.97
Old Revision: http://wiki.metalforge.net/doku.php/dev:object_types?rev=1200014039
New Revision: http://wiki.metalforge.net/doku.php/dev:object_types
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