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/cvs/deliantra/Deliantra/Deliantra/Data.pm
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Comparing deliantra/Deliantra/Deliantra/Data.pm (file contents):
Revision 1.35 by root, Mon Sep 17 17:23:16 2007 UTC vs.
Revision 1.36 by root, Wed Dec 26 18:05:00 2007 UTC

1=head1 NAME 1=head1 NAME
2 2
3Crossfire::Data - various data structures useful for understanding archs and objects 3Deliantra::Data - various data structures useful for understanding archs and objects
4 4
5=head1 5=head1
6 6
7THIS FILE IS AUTOGENERATED, DO NOT EDIT! 7THIS FILE IS AUTOGENERATED, DO NOT EDIT!
8 8
14 14
15See F<res/README> for more info. 15See F<res/README> for more info.
16 16
17=cut 17=cut
18 18
19package Crossfire::Data; 19package Deliantra::Data;
20 20
21our %BITMASK = ( 21our %BITMASK = (
22 attacktype => { 22 attacktype => {
23 0 => 'Physical', 23 0 => 'Physical',
24 1 => 'Magical', 24 1 => 'Magical',
1780 name => 'message', 1780 name => 'message',
1781 type => 'text' 1781 type => 'text'
1782 } 1782 }
1783 ] 1783 ]
1784 ], 1784 ],
1785 desc => 'Diseases are an intersting form of spellcraft in Crossfire. Once casted, they can spread out and infect creatures in a large area. Being infected can have various effects, from amusing farts to horrible damage - almost everything is possible.', 1785 desc => 'Diseases are an intersting form of spellcraft in Deliantra. Once casted, they can spread out and infect creatures in a large area. Being infected can have various effects, from amusing farts to horrible damage - almost everything is possible.',
1786 ignore => [ 1786 ignore => [
1787 $IGNORE_LIST{system_object} 1787 $IGNORE_LIST{system_object}
1788 ], 1788 ],
1789 name => 'Disease', 1789 name => 'Disease',
1790 section => [ 1790 section => [
2148 } 2148 }
2149 ], 2149 ],
2150 [ 2150 [
2151 'title', 2151 'title',
2152 { 2152 {
2153 desc => 'The name of the plug-in that should be notified of the event, e.g. "cfpython" for python and "perl" for the Crossfire-Perl plug-in.', 2153 desc => 'The name of the plug-in that should be notified of the event, e.g. "cfpython" for python and "perl" for the Deliantra-Perl plug-in.',
2154 name => 'plug-in', 2154 name => 'plug-in',
2155 type => 'string' 2155 type => 'string'
2156 } 2156 }
2157 ], 2157 ],
2158 [ 2158 [
2748 name => 'restrict prayers', 2748 name => 'restrict prayers',
2749 type => 'bool' 2749 type => 'bool'
2750 } 2750 }
2751 ] 2751 ]
2752 ], 2752 ],
2753 desc => 'Gates play an important role in Crossfire. Gates can be opened by activating a button/trigger, by speaking passwords (-> magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has passed, which makes them more practical in many cases.', 2753 desc => 'Gates play an important role in Deliantra. Gates can be opened by activating a button/trigger, by speaking passwords (-> magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has passed, which makes them more practical in many cases.',
2754 ignore => [ 2754 ignore => [
2755 $IGNORE_LIST{non_pickable} 2755 $IGNORE_LIST{non_pickable}
2756 ], 2756 ],
2757 name => 'Gate', 2757 name => 'Gate',
2758 use => 'Use gates to divide your maps into seperated areas. After solving area A, the player gains access to area B, and so on. Make your maps more complex than "one-way".' 2758 use => 'Use gates to divide your maps into seperated areas. After solving area A, the player gains access to area B, and so on. Make your maps more complex than "one-way".'
4400 } 4400 }
4401 ], 4401 ],
4402 [ 4402 [
4403 'stand_still', 4403 'stand_still',
4404 { 4404 {
4405 desc => 'Monsters which <stand still> won\'t move to leave their position. When agressive, they will attack all enemies who get close to them. This behaviour is commonly known from castle guards. In older versions of Crossfire it was possible to eventually push a <stand still>-monster out of position by force. I believe this is no longer possible. Neverthless, you should still be cautious when lining up <stand still>-monster in order to "defend" something: Such monsters are rather easy to kill. It\'s good for low level maps, but not much more.', 4405 desc => 'Monsters which <stand still> won\'t move to leave their position. When agressive, they will attack all enemies who get close to them. This behaviour is commonly known from castle guards. In older versions of Deliantra it was possible to eventually push a <stand still>-monster out of position by force. I believe this is no longer possible. Neverthless, you should still be cautious when lining up <stand still>-monster in order to "defend" something: Such monsters are rather easy to kill. It\'s good for low level maps, but not much more.',
4406 name => 'stand still', 4406 name => 'stand still',
4407 type => 'bool' 4407 type => 'bool'
4408 } 4408 }
4409 ], 4409 ],
4410 [ 4410 [
5543 type => 'fixed', 5543 type => 'fixed',
5544 value => 1 5544 value => 1
5545 } 5545 }
5546 ] 5546 ]
5547 ], 5547 ],
5548 desc => 'Safe ground is a special object that prevents any effects that might be harmful for the map, other players or items on the map. It blocks all magic and prayers, usage of alchemy, prevents potions from being used and blocks bombs from exploding. Note that altars that do cast spells still work. (This is a Crossfire+ feature, and might not work elsewhere)', 5548 desc => 'Safe ground is a special object that prevents any effects that might be harmful for the map, other players or items on the map. It blocks all magic and prayers, usage of alchemy, prevents potions from being used and blocks bombs from exploding. Note that altars that do cast spells still work. (This is a Deliantra+ feature, and might not work elsewhere)',
5549 ignore => [ 5549 ignore => [
5550 $IGNORE_LIST{non_pickable} 5550 $IGNORE_LIST{non_pickable}
5551 ], 5551 ],
5552 name => 'Safe ground (CF+)', 5552 name => 'Safe ground (CF+)',
5553 use => 'Safe ground can be used to prevents any means of burning or destroying the items in a shop. Put this object below all floor tiles in your map and your shop will be safe. It\'s generally useful for making areas where really no kind of spell should be invoked by a player.' 5553 use => 'Safe ground can be used to prevents any means of burning or destroying the items in a shop. Put this object below all floor tiles in your map and your shop will be safe. It\'s generally useful for making areas where really no kind of spell should be invoked by a player.'
6013 } 6013 }
6014 ], 6014 ],
6015 [ 6015 [
6016 'subtype', 6016 'subtype',
6017 { 6017 {
6018 desc => 'The <skill type> defines the base functionality of the skill. Skill types are hardcoded in the Crossfire server. It isn\'t hard to create new skill types, but it requires a bit of server-coding.', 6018 desc => 'The <skill type> defines the base functionality of the skill. Skill types are hardcoded in the Deliantra server. It isn\'t hard to create new skill types, but it requires a bit of server-coding.',
6019 name => 'skill type', 6019 name => 'skill type',
6020 type => 'list', 6020 type => 'list',
6021 value => $LIST{skill_type} 6021 value => $LIST{skill_type}
6022 } 6022 }
6023 ], 6023 ],
6788 name => 'open duration', 6788 name => 'open duration',
6789 type => 'int' 6789 type => 'int'
6790 } 6790 }
6791 ] 6791 ]
6792 ], 6792 ],
6793 desc => 'Gates play an important role in Crossfire. Gates can be opened by activating a button/trigger, by speaking passwords (-> magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has passed, which makes them more practical in many cases. Unlike normal gates, timed gates open when triggered but automatically close again after some time.', 6793 desc => 'Gates play an important role in Deliantra. Gates can be opened by activating a button/trigger, by speaking passwords (-> magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has passed, which makes them more practical in many cases. Unlike normal gates, timed gates open when triggered but automatically close again after some time.',
6794 ignore => [ 6794 ignore => [
6795 $IGNORE_LIST{non_pickable} 6795 $IGNORE_LIST{non_pickable}
6796 ], 6796 ],
6797 name => 'Timed Gate', 6797 name => 'Timed Gate',
6798 use => 'Use gates to divide your maps into separated areas. After solving area A, the player gains access to area B, and so on. Make your maps more complex than "one-way".' 6798 use => 'Use gates to divide your maps into separated areas. After solving area A, the player gains access to area B, and so on. Make your maps more complex than "one-way".'

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