53 lines
1.9 KiB
Plaintext
53 lines
1.9 KiB
Plaintext
/**
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@fn FLAG_UNIQUE
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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_39, @ref page_type_8, @ref page_type_99, @ref page_type_104, @ref page_type_16, @ref page_type_87, @ref page_type_113, @ref page_type_100, @ref page_type_34, @ref page_type_13, @ref page_type_70, @ref page_type_33, @ref page_type_14, @ref page_type_15
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</td><td> Unique items exist only one time on a server. If the item
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is taken, lost or destroyed - it's gone for good.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_122
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</td><td> Unique items exist only one time on a server. If the item
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is taken, lost or destroyed - it's gone for good.
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All contents of a unique container are unique as well.</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> This flag defines the destined map as "personal unique map". If set,
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there will be a separate version of that map for every player out there.
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This feature is used for the permanent apartments
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(in Scorn/Nuernberg/Caterham...). It should not be used for anything else
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than apartments, since Crossfire is a *multi*player game. In such a permanent
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apartment don't forget to set the unique-flag for all floor tiles too
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(see floors).
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An exit pointing outside of a personal unique map must have the
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"unique destination"-flag unset.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_211, @ref page_type_67, @ref page_type_88
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</td><td> Unique floor means that any items dropped on that spot
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will be saved beyond map reset. For permanent apartments,
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all floor tiles must be set <unique map>.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_21
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</td><td> Unique items exist only one time on a server. If the item
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is taken, lost or destroyed - it's gone for good.
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This can be used if you want to sell apartments on your
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map: Simply sell a unique passport/key, and place
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an inventory checker at the entrance of your apartment.</td>
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</tr>
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*/
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