Crossfire Server, Trunk
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Type(s) | Description |
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Altar, Altar Trigger | If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once. |
Button, Button Trigger | Every time the button is pressed or released, all objects with the same <connection> value are activated. |
Creator | Whenever the connection value is activated, the creator gets triggered. |
Detector, Marker | When the detector is triggered, all objects with the same connection value get activated. |
Duplicator | An activator (lever, altar, button, etc.) with matching connection value is able to trigger this duplicator. Be very careful that players cannot abuse it to create endless amounts of money or other valuable stuff! |
Gate, Inventory Checker | Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled. |
Handle, Handle Trigger | Every time the handle is applied, all objects with the same <connection> value are activated. |
Magic Ear | The Magic_ear will trigger all objects with the same connection value, every time it is activated. |
Magic Wall | Every time the <connection> value is triggered, the wall will cast it's spell. You should set <casting speed> to zero, or this won't have much visible effect. |
Mood Floor | This should only be set in combination with <mood number> 4. Normally, monsters are affected by the mood floor as soon as they step on it. But charming (monster -> pet) is too powerful, so it needs to be activated. Typically it is connected to an altar, for buying a "hireling". But a powerful pet could as well be the reward for solving a quest. Or even better: It could be part of a quest! |
Pedestal | When the pedestal is triggered, all objects with the same connection value get activated. |
Pit | When a <connection> value is set, the pit can be opened/closed by activating the connection. |
Sign & Magic Mouth | When a connection value is set, the message will be printed whenever the connection is triggered. This should be used in combination with <invisible> enabled and <activate by walking/flying> disabled. If activating your magic_mouth this way, the message will not only be printed to one player, but all players on the current map. |
Teleporter | If a connection value is set, the teleporter will be activated whenever the connection is triggered. To use this properly, <activation speed> must be zero. |
Timed Gate | Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled. If unset, the gate opens automatically after some time. |
Trap | When the trap is detonated, all objects with the same connection value get activated. |
Trigger Marker | Unlike a regular marker this is the connection that triggers this marker to activate. |