Crossfire Server, Branches 1.12
R18729
|
A trap is a object that can either do damage or trigger another connected object when detonated. Traps are like runes except they are not magical in nature, and generally have either a physical attack or trigger a reaction.
Traps hit any monster or person who steps on them for 'dam' damage in 'attacktype' attacktype and/or trigger a reaction.
Many traps are already defined in the archetypes.
Type defined by:
Attribute | Field | Description |
---|---|---|
attacktype | obj::attacktype | This attribute defines what attacktype to use for direct damage when the trap detonates. |
block view | FLAG_BLOCKSVIEW | If an item is set to block view, players (and monsters) cannot see beyond it unless they cross it or manage to stand on top. |
connection | connection value | When the trap is detonated, all objects with the same connection value get activated. |
detonation text | obj::msg | When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;) |
direct damage | liv::dam | <direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap's level. |
elevation | obj::elevation | The elevation (height above sea level) of this tile. It is used for weather calculations and should be in the range -32000..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. |
glow radius | obj::glow_radius | If <glow radius> is set to a value greater zero, the object appears lit up on dark maps. <glow radius> can be a value between 0 and 4, the higher, the more light does the object emit. |
identified | FLAG_IDENTIFIED | If an item is identified, the player has full knowledge about it. |
image | obj::face | The image-name defines what image is displayed for this object in-game. |
invisible | obj::invisible | Generally 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. |
name | obj::name | This is the name of the object, displayed to the player. |
number | obj::nrof | This value determines the number of objects in one stack (for example: 100 gold coins => "number = 100"). You should set this at least to one, for any pickable object - otherwise it won't be mergeable into a stack. |
number of charges | liv::hp | The trap will detonate <number of charges> times before disappearing. |
smooth level | obj::smoothlevel | If <smooth level> is set to a value greater zero, the object will be drawn partially over adjacent squares having a lower <smooth level> value. The value must be between 0 and 255 (inclusive); 0 means "never overlap adjacent squares". |
trap level | obj::level | Level effects how easily a trap may be found and disarmed, and how much experience the player gets for doing so. Beware: High level traps can be quite a cheap source of experience! So either make them tough, or keep the level low. |
visibility | liv::Cha | This value determines what fraction of the time the trap is visible: It'll be randomly visible 1/<visibility> of the time. Also effects how easily the trap may be found. |