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

126 lines
3.9 KiB
Plaintext

/**
@fn page_connected "connection value"
@section Use
<table>
<tr>
<th>Type(s)</th>
<th>Description</th>
</tr> <tr>
<td>
@ref page_type_18, @ref page_type_31
</td><td> If a connection value is set, the altar will trigger all objects
with the same value, when activated. This will only work once.</td>
</tr>
<tr>
<td>
@ref page_type_92, @ref page_type_30
</td><td> Every time the button is pressed or released, all objects
with the same &lt;connection&gt; value are activated.</td>
</tr>
<tr>
<td>
@ref page_type_42
</td><td> Whenever the connection value is activated,
the creator gets triggered.</td>
</tr>
<tr>
<td>
@ref page_type_51, @ref page_type_55
</td><td> When the detector is triggered, all objects with the same
connection value get activated.</td>
</tr>
<tr>
<td>
@ref page_type_83
</td><td> 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!</td>
</tr>
<tr>
<td>
@ref page_type_91, @ref page_type_64
</td><td> Whenever the inventory checker is triggered, all objects with identical
&lt;connection&gt; value get activated. This only makes sense together with
&lt;blocking passage&gt; disabled.</td>
</tr>
<tr>
<td>
@ref page_type_93, @ref page_type_27
</td><td> Every time the handle is applied, all objects
with the same &lt;connection&gt; value are activated.</td>
</tr>
<tr>
<td>
@ref page_type_29
</td><td> The Magic_ear will trigger all objects with the
same connection value, every time it is activated.</td>
</tr>
<tr>
<td>
@ref page_type_62
</td><td> Every time the &lt;connection&gt; value is triggered, the wall will cast
it's spell. You should set &lt;casting speed&gt; to zero, or this won't
have much visible effect.</td>
</tr>
<tr>
<td>
@ref page_type_65
</td><td> This should only be set in combination with &lt;mood number&gt; 4.
Normally, monsters are affected by the mood floor as soon as they
step on it. But charming (monster -&gt; 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!</td>
</tr>
<tr>
<td>
@ref page_type_17
</td><td> When the pedestal is triggered, all objects with the same
connection value get activated.</td>
</tr>
<tr>
<td>
@ref page_type_94
</td><td> When a &lt;connection&gt; value is set, the pit can be opened/closed
by activating the connection.</td>
</tr>
<tr>
<td>
@ref page_type_98
</td><td> When a connection value is set, the message will be printed whenever
the connection is triggered. This should be used in combination with
&lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; 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.</td>
</tr>
<tr>
<td>
@ref page_type_41
</td><td> If a connection value is set, the teleporter will be activated
whenever the connection is triggered. To use this properly,
&lt;activation speed&gt; must be zero.</td>
</tr>
<tr>
<td>
@ref page_type_26
</td><td> Whenever the inventory checker is triggered, all objects with identical
&lt;connection&gt; value get activated. This only makes sense together with
&lt;blocking passage&gt; disabled. If unset, the gate opens automatically
after some time.</td>
</tr>
<tr>
<td>
@ref page_type_155
</td><td> When the trap is detonated, all objects with the same
connection value get activated.</td>
</tr>
<tr>
<td>
@ref page_type_52
</td><td> Unlike a regular marker this is the connection that triggers this marker to activate.</td>
</tr>
*/