server-1.12/doc/Developers/types/type_116.dox

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