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/cvs/deliantra/Deliantra/Deliantra/Data.pm
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Comparing deliantra/Deliantra/Deliantra/Data.pm (file contents):
Revision 1.48 by elmex, Sun Nov 30 21:09:46 2008 UTC vs.
Revision 1.49 by root, Thu Jan 8 01:26:55 2009 UTC

3799 ] 3799 ]
3800 ] 3800 ]
3801 ] 3801 ]
3802 ], 3802 ],
3803 use => 'Spellcasting walls pose an interesting alternative to monsters. Usually they are set to be undestroyable. Thus, while monsters in a map can be cleared out, the magic walls remain. Low level characters for example will not be able to pass through their spell-area, hence they cannot loot a map that a high level character might have cleared out. <br><br> Another point of magic walls is that if the player dies, he has to face them all again. Magic walls can add a kind of "permanent thrill" to your maps. <br><br> Be careful that your magic walls don\'t kill the monsters on a map. If placing monsters, eventually take ones that are immune to the walls\' spell(s). <br><br> It is possible to make walls rotate when triggered. But that is so confusing (and useless IMHO) that I did not mention it above. You can find a working example on the map "/pup_land/castle_eureca/castle_eureca8".' 3803 use => 'Spellcasting walls pose an interesting alternative to monsters. Usually they are set to be undestroyable. Thus, while monsters in a map can be cleared out, the magic walls remain. Low level characters for example will not be able to pass through their spell-area, hence they cannot loot a map that a high level character might have cleared out. <br><br> Another point of magic walls is that if the player dies, he has to face them all again. Magic walls can add a kind of "permanent thrill" to your maps. <br><br> Be careful that your magic walls don\'t kill the monsters on a map. If placing monsters, eventually take ones that are immune to the walls\' spell(s). <br><br> It is possible to make walls rotate when triggered. But that is so confusing (and useless IMHO) that I did not mention it above. You can find a working example on the map "/pup_land/castle_eureca/castle_eureca8".'
3804 },
3805 'Map Script' => {
3806 attr => [
3807 [
3808 'connected',
3809 {
3810 desc => 'When the map script object is triggered, it will execute the perl script with the triggering object as $activator.',
3811 name => 'connection',
3812 type => 'int'
3813 }
3814 ],
3815 [
3816 'activate_on_push',
3817 {
3818 desc => 'Whether the teleporter should only be activated on push.',
3819 name => 'activate on push',
3820 type => 'bool'
3821 }
3822 ],
3823 [
3824 'activate_on_release',
3825 {
3826 desc => 'Whether the teleporter should only be activated on release.',
3827 name => 'activate on release',
3828 type => 'bool'
3829 }
3830 ],
3831 [
3832 'msg',
3833 {
3834 desc => 'This perl script will be executed each time the objetc is triggered.',
3835 end => 'endmsg',
3836 name => 'script',
3837 type => 'text'
3838 }
3839 ]
3840 ],
3841 desc => 'The map script object is a very special object that can react to connected events and executes a perl script.',
3842 ignore => [
3843 $IGNORE_LIST{system_object}
3844 ],
3845 name => 'Map Script',
3846 use => 'The perl script gets passed an $activator object and can use the set/get/find/timer functions to react to/trigger other objects.'
3804 }, 3847 },
3805 Marker => { 3848 Marker => {
3806 attr => [ 3849 attr => [
3807 [ 3850 [
3808 'no_pick', 3851 'no_pick',
7916 154 => $TYPE{Rune}, 7959 154 => $TYPE{Rune},
7917 155 => $TYPE{Trap}, 7960 155 => $TYPE{Trap},
7918 156 => $TYPE{'Power Crystal'}, 7961 156 => $TYPE{'Power Crystal'},
7919 158 => $TYPE{Disease}, 7962 158 => $TYPE{Disease},
7920 163 => $TYPE{'Item Transformer'}, 7963 163 => $TYPE{'Item Transformer'},
7964 164 => $TYPE{'Map Script'},
7921 165 => $TYPE{'Safe ground'}, 7965 165 => $TYPE{'Safe ground'},
7922 999 => $TYPE{Ability} 7966 999 => $TYPE{Ability}
7923); 7967);
7924 7968
7925our %TYPENAME = ( 7969our %TYPENAME = (

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