Ebonshadow's Movement Library




This library is used to easily manipulate an atom's movement. Features include the ability to easily stun an atom for a set time, easily set up flight verbs, add elevation to turfs, and the ability to make multi-tiled mobs very easily. Also, you can make bridges to simulate two turfs on just one tile. You can walk over and under bridges. Just include this line in your program:
#include <ebonshadow\movement\Movement_Library\Movement_Library.dme>

Definitions/Variables:


Definitions


These are used in atom.move_SetMoveType(). If you set an atom's movetype FLYING, the atom will be able to walk through any turf no matter what unless the turf's flight_dense variable = 0. Setting it to PASSWALL will allow the atom to walk through any turf no matter what. Setting it to WALKING puts the atom's movement back to normal.

Atoms


move_speed is variable that defines how fast an atom can move. The speed is 0-100, 100 being the fastest and 0 being utterly slow.

obj/bridge:


vars


elevation is the level at which the bridge lies. It must be consistint with the turfs around it. For instance, say you have two hills with and elevation of 2. Just make an obj/bridge with and elevation of 2 between them.

Atoms


move_speed is variable that defines how fast an atom can move. The speed is 0-100, 100 being the fastest and 0 being utterly slow.

Turfs


elevation is defaultly = to 1, but can be changed to any number. All this variable does is if a mob tries to enter a turf that has a elevation not equal to the mobs current location's elevation, it will not let the mob enter. Usefull for making cliffs that you want mobs to be able to fly to but you cant walk onto it or walk off of it. Also, you make make stairs wby using the elevation var. Normally you could not walk between a turf with an elevation of 1 and turf with and elevation 2, but by putting a turf between them with an elevation of 1.5, you can. Stairs always have elevations in increments of 0.5.
flight_dense is a variable that when equal to one, will not let a mob fly through the turf.



FOBJs:


FOBJs stand for Following Objects. A fobj is an object that follows and atom around when it moves, such as a shadow or a quote box. This movement library easily handles these with a few easy procs.


Movement:




For more information, refer to the demo that is included with the library.