Crossfire Server, Branches 1.12
R18729
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Movers move the objects above them. However, only living objects are affected (monsters/NPCs always, players optional). Movers have a direction, so players can be made to move in a pattern, and so can monsters. Motion is involuntary. Additionally, players or monsters can be "frozen" while on top of movers so that they MUST move along a chain of them.
Multisquare monsters can be moved as well, given enough space. Movers are usually invisible.
Type defined by:
Attribute | Field | Description |
---|---|---|
affected movement | obj::move_on | Move creatures using these movement types.. |
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. |
direction | liv::sp | The mover will push creatures in the specified <direction>. A mover with direction set to <none> will spin clockwise, thus pushing creatures in unpredictable directions. |
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. |
forced movement | obj::attacktype | If forced movement is enabled, the mover "freezes" anyone it moves (so they are forced to move along a chain). For players there is no way to escape this forced movement, except being pushed by a second player. |
freeze duration | liv::maxsp | The player will be "frozen" for that many moves. If <freeze duration> is zero, with <forced movement> enabled, then <freeze duration> gets assigned the "default value" 2 automatically. |
gets used up | FLAG_LIFESAVE | If enabled, the mover gets "used up" after a certain number of moves (specified by <number of uses>). If disabled, the mover works infinitely. |
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. |
material | obj::material | This bitmask-value informs the player of which material(s) the object consists. Material does also affect how likely the object can be destroyed by hazardous spell-effects. |
move players | obj::level | If <move players> is enabled, both players and monsters will be moved. In the arches' default it is disabled - thus ONLY monsters get moved. Remember that "monsters" includes NPCs! This feature provides you with the possibility to make NPCs literally "come to life". Example: The player is talking with an NPC, speaking a certain keyword. This triggers a magic_ear and activates creators, creating (per default: monster-only) movers under the NPC's feet. The NPC starts "walking" on a predefined route! Note that it's useful to set this NPC immune to everything, preventing the player to push the NPC off his trace. |
movement speed | obj::speed | The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2). |
movement type | obj::move_type | Determines which movement types this mover affects. This should always include "walk". |
name | obj::name | This is the name of the object, displayed to the player. |
non-pickable | FLAG_NO_PICK | If set, the object cannot be picked up (Neither by players nor monsters). |
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 uses | liv::hp | This value has only a meaning if <gets used up> is set: <number of uses> is the number of times minus one, that it will move a creature before disappearing. (It will move someone <number of uses>+1 times, then vanish). |
plural name | obj::name_pl | This is the plural name of the object. A plural name must be set for all items that can be picked up and collected by the player. |
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". |
title | obj::title | This is the object's title. Once an object is identified the title is attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
unpaid | FLAG_UNPAID | An <unpaid> item cannot be used unless a player carried it over a shop mat, paying the demanded price. Setting this flag makes sense only for pickable items inside shops. |
value | obj::value | Adds a certain value to the object: It will be worth that many times the default value from it's archetype (E.g. "value = 3" means three times worth the default value). Value for buying/selling will be further modified by various factors. Hence, testing values in-game is usually inevitable. |
weight | obj::weight | This value defines the object's weight in grams (1000g is 1kg). Objects with zero weight are not pickable for players. Still, set the "non-pickable"-flag for explicitly non-pickable objects (hey, this is opensource.. you never know ;) ). |