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