server-1.12/doc/Developers/fields/field_move_on.dox

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/**
@fn obj::move_on
@section Use
<table>
<tr>
<th>Type(s)</th>
<th>Description</th>
</tr> <tr>
<td>
@ref page_type_112
</td><td> The movement types this director affects.</td>
</tr>
<tr>
<td>
@ref page_type_66
</td><td> If set, the player will auto-apply the exit with these movement types.
This must be set for the invisible exits for example. If unset, the player has
to step onto the exit and press 'a' to get transferred.</td>
</tr>
<tr>
<td>
@ref page_type_40
</td><td> Move creatures using these movement types..</td>
</tr>
<tr>
<td>
@ref page_type_94
</td><td> Make creatures using these movement types fall into the pit.
Movement types other than walking is not the behavior expected from a
pit, and it should only be used for map-mechanisms (e.g. for
transporting flying monsters).
An interesting side-effect: If this flag is enabled, spell
effects like fire/snow also make their way through the pit.</td>
</tr>
<tr>
<td>
@ref page_type_69
</td><td> If set, the player can enter/leave the shop by using these
movement types.</td>
</tr>
<tr>
<td>
@ref page_type_98
</td><td> If set, the player gets the message when using these movement types on top
of the object.
"invisible 1" should be set in this case. This is the typical configuration
for a "magic_mouth": The player walks through a dungeon and suddenly he
gets a message. Use this to create some roleplay atmosphere, and to inform
the player about possible dangers or secrets.</td>
</tr>
<tr>
<td>
@ref page_type_90
</td><td> The movement types this spinner affects.</td>
</tr>
*/