167 lines
4.8 KiB
Plaintext
167 lines
4.8 KiB
Plaintext
/**
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@var EVENT_CONNECTOR
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See @ref page_type_116
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*/
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/**
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@page page_type_116 Event
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@section Description
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Scripts are to be put in object's inventory. They execute an external
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script file when the trigger condition is met.
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Type defined by:
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- @ref object::type = 116
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@section Attributes
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<table>
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<tr>
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<th>Attribute</th>
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<th>Field</th>
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<th>Description</th>
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</tr>
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<tr>
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<td>block view</td>
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<td>@ref FLAG_BLOCKSVIEW</td>
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<td> If an item is set to block view, players (and monsters) cannot
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see beyond it unless they cross it or manage to stand on top.
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</td>
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</tr>
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<tr>
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<td>elevation</td>
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<td>@ref obj::elevation</td>
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<td> The elevation (height above sea level) of this tile. It is used for weather
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calculations and should be in the range -32000..32000. The elevation of a
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tile must be set in the bottom-most game object; elevation values for
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non-bottom-most game objects are ignored by the Crossfire server.
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</td>
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</tr>
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<tr>
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<td>event type</td>
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<td>@ref obj::subtype</td>
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<td> The event type determines the trigger condition.
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</td>
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</tr>
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<tr>
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<td>glow radius</td>
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<td>@ref obj::glow_radius</td>
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<td> If <glow radius> is set to a value greater zero, the object
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appears lit up on dark maps. <glow radius> can be a value
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between 0 and 4, the higher, the more light does the object emit.
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</td>
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</tr>
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<tr>
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<td>identified</td>
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<td>@ref FLAG_IDENTIFIED</td>
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<td> If an item is identified, the player has full knowledge about it.
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</td>
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</tr>
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<tr>
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<td>image</td>
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<td>@ref obj::face</td>
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<td> The image-name defines what image is displayed for this object in-game.
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</td>
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</tr>
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<tr>
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<td>invisible</td>
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<td>@ref obj::invisible</td>
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<td> Generally makes the object invisible. Depending on the object-type,
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some can be made visible by the show_invisible spell. If in doubt, test it.
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Putting an invisible object under the floor always prevents it from being
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shown.
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</td>
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</tr>
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<tr>
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<td>material</td>
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<td>@ref obj::material</td>
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<td> This bitmask-value informs the player of which material(s) the
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object consists. Material does also affect how likely the object
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can be destroyed by hazardous spell-effects.
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</td>
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</tr>
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<tr>
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<td>non-pickable</td>
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<td>@ref FLAG_NO_PICK</td>
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<td> If set, the object cannot be picked up (Neither by players nor monsters).
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</td>
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</tr>
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<tr>
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<td>number</td>
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<td>@ref obj::nrof</td>
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<td> This value determines the number of objects in one stack (for example:
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100 gold coins => "number = 100"). You should set this at least to one, for
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any pickable object - otherwise it won't be mergeable into a stack.
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</td>
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</tr>
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<tr>
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<td>plugin name</td>
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<td>@ref obj::title</td>
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<td> The plugin name specifies the plugin that should execute the script file.
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Almost all map makers use the plugin 'Python'.
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</td>
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</tr>
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<tr>
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<td>plural name</td>
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<td>@ref obj::name_pl</td>
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<td> This is the plural name of the object. A plural name must be set for
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all items that can be picked up and collected by the player.
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</td>
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</tr>
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<tr>
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<td>script file</td>
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<td>@ref obj::slaying</td>
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<td> Specifies the script file name that should be executed. Relative file names
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are relative to the path name of the map file this even is in. Absolute
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file names are looked up in the maps base directory.
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</td>
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</tr>
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<tr>
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<td>script options</td>
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<td>@ref obj::name</td>
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<td> If set, this field contains options passed to the script.
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</td>
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</tr>
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<tr>
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<td>smooth level</td>
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<td>@ref obj::smoothlevel</td>
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<td> If <smooth level> is set to a value greater zero, the object will be
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drawn partially over adjacent squares having a lower <smooth level>
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value. The value must be between 0 and 255 (inclusive); 0 means "never
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overlap adjacent squares".
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</td>
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</tr>
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<tr>
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<td>unpaid</td>
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<td>@ref FLAG_UNPAID</td>
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<td> An <unpaid> item cannot be used unless a player carried it over
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a shop mat, paying the demanded price. Setting this flag makes sense
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only for pickable items inside shops.
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</td>
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</tr>
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<tr>
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<td>value</td>
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<td>@ref obj::value</td>
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<td> Adds a certain value to the object: It will be worth that many times the
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default value from it's archetype (E.g. "value = 3" means three times
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worth the default value). Value for buying/selling will be
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further modified by various factors. Hence, testing values in-game is
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usually inevitable.
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</td>
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</tr>
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<tr>
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<td>weight</td>
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<td>@ref obj::weight</td>
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<td> This value defines the object's weight in grams (1000g is 1kg). Objects with
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zero weight are not pickable for players. Still, set the "non-pickable"-flag
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for explicitly non-pickable objects (hey, this is opensource.. you
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never know ;) ).
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</td>
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</tr>
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</table>
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*/
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