server-1.12/doc/Developers/types/type_112.dox

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/**
@var DIRECTOR
See @ref page_type_112
*/
/**
@page page_type_112 Director
@section Description
Directors change the direction of spell objects and other projectiles
that fly past. Unlike spinners, directors always move objects in the
same direction. It does not make a difference from what angle you
shoot into it.<br>
Directors are visible per default.
Type defined by:
- @ref object::type = 112
@section Attributes
<table>
<tr>
<th>Attribute</th>
<th>Field</th>
<th>Description</th>
</tr>
<tr>
<td>affected movement</td>
<td>@ref obj::move_on</td>
<td> The movement types this director affects.
</td>
</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>direction</td>
<td>@ref liv::sp</td>
<td> Projectiles will leave the director flying in the selected &lt;direction&gt;.
A director with direction &lt;none&gt; simply stops projectiles.
(The latter works out a bit strange for some spells).
</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>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>name</td>
<td>@ref obj::name</td>
<td> This is the name of the object, displayed to the player.
</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>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>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>title</td>
<td>@ref obj::title</td>
<td> This is the object's title. Once an object is identified the title is
attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
</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>
*/