ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra/Deliantra/Data.pm
(Generate patch)

Comparing deliantra/Deliantra/Deliantra/Data.pm (file contents):
Revision 1.16 by root, Thu Mar 23 20:15:08 2006 UTC vs.
Revision 1.17 by root, Sun Mar 26 07:20:23 2006 UTC

1633 { 1633 {
1634 desc => 'This value defines the time between two detector-checks. If you want the detector to behave almost like pedestals/buttons, set speed rather high, like <detection speed> 1.0.', 1634 desc => 'This value defines the time between two detector-checks. If you want the detector to behave almost like pedestals/buttons, set speed rather high, like <detection speed> 1.0.',
1635 name => 'detection speed', 1635 name => 'detection speed',
1636 type => 'float' 1636 type => 'float'
1637 } 1637 }
1638 ],
1639 [
1640 'speed_left',
1641 {
1642 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
1643 name => 'speed left',
1644 type => 'float'
1645 }
1646 ],
1647 [
1648 'speed_left',
1649 {
1650 desc => 'The speed left. This value is incremented by <speed> on every tick. If it is larger than 0, the detector checks, and the speed is decremented by 1.',
1651 name => 'speed left',
1652 type => 'float'
1653 }
1638 ] 1654 ]
1639 ], 1655 ],
1640 desc => 'Detectors work quite much like inv. checkers/pedestals: If the detector finds a specific object, it toggles its connected value. <br><br> What is "unique" about them, compared to inv. checkers/ pedestals? - First, detectors check their square for a match periodically, not instantly. Second, detectors check directly for object names. Third, detectors do not check the inventory of players/monsters.', 1656 desc => 'Detectors work quite much like inv. checkers/pedestals: If the detector finds a specific object, it toggles its connected value. <br><br> What is "unique" about them, compared to inv. checkers/ pedestals? - First, detectors check their square for a match periodically, not instantly. Second, detectors check directly for object names. Third, detectors do not check the inventory of players/monsters.',
1641 ignore => [ 1657 ignore => [
1642 $IGNORE_LIST{system_object} 1658 $IGNORE_LIST{system_object}
1769 { 1785 {
1770 desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.', 1786 desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1771 name => 'moving speed', 1787 name => 'moving speed',
1772 type => 'float' 1788 type => 'float'
1773 } 1789 }
1790 ],
1791 [
1792 'speed_left',
1793 {
1794 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
1795 name => 'speed left',
1796 type => 'float'
1797 }
1774 ] 1798 ]
1775 ] 1799 ]
1776 ], 1800 ],
1777 [ 1801 [
1778 'symptoms', 1802 'symptoms',
2173 name => 'description', 2197 name => 'description',
2174 type => 'text' 2198 type => 'text'
2175 } 2199 }
2176 ] 2200 ]
2177 ], 2201 ],
2178 desc => 'Just like with food, the player can fill his stomache and gain a little health by eating flesh-objects. <br> For dragon players, flesh plays a very special role though: If the flesh has resistances set, a dragon player has a chance to gain resistance in those cathegories. The only constraint to this process is the &lt;flesh level&gt;. Don\'t forget that flesh items with resistances have to be balanced according to map/monster difficulty.', 2202 desc => 'Just like with food, the player can fill his stomache and gain a little health by eating flesh-objects. <br> For dragon players, flesh plays a very special role though: If the flesh has resistances set, a dragon player has a chance to gain resistance in those categories. The only constraint to this process is the &lt;flesh level&gt;. Don\'t forget that flesh items with resistances have to be balanced according to map/monster difficulty.',
2179 name => 'Flesh', 2203 name => 'Flesh',
2180 section => [ 2204 section => [
2181 [ 2205 [
2182 'resistance', 2206 'resistance',
2183 [ 2207 [
3420 name => 'casting speed', 3444 name => 'casting speed',
3421 type => 'float' 3445 type => 'float'
3422 } 3446 }
3423 ], 3447 ],
3424 [ 3448 [
3449 'speed_left',
3450 {
3451 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
3452 name => 'speed left',
3453 type => 'float'
3454 }
3455 ],
3456 [
3425 'sp', 3457 'sp',
3426 { 3458 {
3427 desc => 'The magic wall will cast it\'s spells always in the specified <direction>. A magic wall with direction set to <none> will always fire in a random direction.', 3459 desc => 'The magic wall will cast it\'s spells always in the specified <direction>. A magic wall with direction set to <none> will always fire in a random direction.',
3428 name => 'direction', 3460 name => 'direction',
3429 type => 'list', 3461 type => 'list',
3696 name => 'marking speed', 3728 name => 'marking speed',
3697 type => 'float' 3729 type => 'float'
3698 } 3730 }
3699 ], 3731 ],
3700 [ 3732 [
3733 'speed_left',
3734 {
3735 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
3736 name => 'speed left',
3737 type => 'float'
3738 }
3739 ],
3740 [
3701 'food', 3741 'food',
3702 { 3742 {
3703 desc => 'This value defines the duration of the force it inserts. If nonzero, the duration of the player\'s mark is finite: about 1 food per 10 seconds. <mark duration> zero/unset means the mark will stay on the player forever.', 3743 desc => 'This value defines the duration of the force it inserts. If nonzero, the duration of the player\'s mark is finite: about 1 food per 10 seconds. <mark duration> zero/unset means the mark will stay on the player forever.',
3704 name => 'mark duration', 3744 name => 'mark duration',
3705 type => 'int' 3745 type => 'int'
3853 } 3893 }
3854 ], 3894 ],
3855 [ 3895 [
3856 'race', 3896 'race',
3857 { 3897 {
3858 desc => 'Every monster should have a race set to cathegorize it. The monster\'s <race> can have different effects: Slaying weapons inflict tripple damage against enemy races and holy word kills only enemy races of the god.', 3898 desc => 'Every monster should have a race set to categorize it. The monster\'s <race> can have different effects: Slaying weapons inflict tripple damage against enemy races and holy word kills only enemy races of the god.',
3859 name => 'race', 3899 name => 'race',
3860 type => 'string' 3900 type => 'string'
3861 } 3901 }
3862 ], 3902 ],
3863 [ 3903 [
3864 'exp', 3904 'exp',
3865 { 3905 {
3866 desc => 'When a player kills this monster, he will get exactly this amount of <experience>. The experience will flow into the skill-cathegory the player used for the kill. If you create special monsters of tweaked strenght/abilities, always make sure that the <experience> is set to a reasonable value. Compare with existing arches to get a feeling what reasonable means. Keep in mind that spellcasting monsters are a lot harder to kill than non-spellcasters!', 3906 desc => 'When a player kills this monster, he will get exactly this amount of <experience>. The experience will flow into the skill-category the player used for the kill. If you create special monsters of tweaked strenght/abilities, always make sure that the <experience> is set to a reasonable value. Compare with existing arches to get a feeling what reasonable means. Keep in mind that spellcasting monsters are a lot harder to kill than non-spellcasters!',
3867 name => 'experience', 3907 name => 'experience',
3868 type => 'int' 3908 type => 'int'
3869 } 3909 }
3870 ], 3910 ],
3871 [ 3911 [
3872 'speed', 3912 'speed',
3873 { 3913 {
3874 desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.', 3914 desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
3875 name => 'speed', 3915 name => 'speed',
3916 type => 'float'
3917 }
3918 ],
3919 [
3920 'speed_left',
3921 {
3922 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
3923 name => 'speed left',
3876 type => 'float' 3924 type => 'float'
3877 } 3925 }
3878 ], 3926 ],
3879 [ 3927 [
3880 'other_arch', 3928 'other_arch',
4552 [ 4600 [
4553 'speed', 4601 'speed',
4554 { 4602 {
4555 desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).', 4603 desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4556 name => 'movement speed', 4604 name => 'movement speed',
4605 type => 'float'
4606 }
4607 ],
4608 [
4609 'speed_left',
4610 {
4611 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
4612 name => 'speed left',
4557 type => 'float' 4613 type => 'float'
4558 } 4614 }
4559 ], 4615 ],
4560 [ 4616 [
4561 'sp', 4617 'sp',
5973 name => 'drowning speed', 6029 name => 'drowning speed',
5974 type => 'float' 6030 type => 'float'
5975 } 6031 }
5976 ], 6032 ],
5977 [ 6033 [
6034 'speed_left',
6035 {
6036 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
6037 name => 'speed left',
6038 type => 'float'
6039 }
6040 ],
6041 [
5978 'move_on', 6042 'move_on',
5979 { 6043 {
5980 desc => 'Which movement types automatically (as opposed to manually) activate this object.', 6044 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5981 name => 'movement type', 6045 name => 'movement type',
5982 type => 'bitmask', 6046 type => 'bitmask',
6078 [ 6142 [
6079 'speed', 6143 'speed',
6080 { 6144 {
6081 desc => 'If the <activation speed> is nonzero, the teleporter will automatically be activated in regular time-intervals. Hence, the player can just step on it and gets teleported sooner or later. The duration between two activates depends on the given value. Default in the teleporter arch is <activation speed> 0.1. VERY IMPORTANT: If you want to have your teleporter activated via button/handle/magic_ear/etc, you must set <activation speed> to zero!', 6145 desc => 'If the <activation speed> is nonzero, the teleporter will automatically be activated in regular time-intervals. Hence, the player can just step on it and gets teleported sooner or later. The duration between two activates depends on the given value. Default in the teleporter arch is <activation speed> 0.1. VERY IMPORTANT: If you want to have your teleporter activated via button/handle/magic_ear/etc, you must set <activation speed> to zero!',
6082 name => 'activation speed', 6146 name => 'activation speed',
6147 type => 'float'
6148 }
6149 ],
6150 [
6151 'speed_left',
6152 {
6153 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
6154 name => 'speed left',
6083 type => 'float' 6155 type => 'float'
6084 } 6156 }
6085 ] 6157 ]
6086 ], 6158 ],
6087 desc => 'When the player walks into a teleporter, he is transferred to a different location. The main difference to the object-type exit is the possibility to have teleporters connected to levers/buttons/etc. Sometimes teleporters are activated even against the players will. <br><br> Unlike exits, teleporters can also transfer items and monsters to different locations on the same map.', 6159 desc => 'When the player walks into a teleporter, he is transferred to a different location. The main difference to the object-type exit is the possibility to have teleporters connected to levers/buttons/etc. Sometimes teleporters are activated even against the players will. <br><br> Unlike exits, teleporters can also transfer items and monsters to different locations on the same map.',

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines