… | |
… | |
1727 | name => 'speed left', |
1727 | name => 'speed left', |
1728 | type => 'float' |
1728 | type => 'float' |
1729 | } |
1729 | } |
1730 | ] |
1730 | ] |
1731 | ], |
1731 | ], |
1732 | 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.', |
1732 | 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, so generate much higher server load Second, detectors check directly for object names. Third, detectors do not check the inventory of players/monsters.', |
1733 | ignore => [ |
1733 | ignore => [ |
1734 | $IGNORE_LIST{system_object} |
1734 | $IGNORE_LIST{system_object} |
1735 | ], |
1735 | ], |
1736 | name => 'Detector', |
1736 | name => 'Detector', |
1737 | use => 'There is one major speciality about detectors: You can detect spells blown over a detector! To detect a lighting bolt for example, set "slaying ligthing" and "speed 1.0". In combination with spellcasting walls, this can be very useful for map-mechanisms.' |
1737 | use => 'Best avoid this type at all costs, use a pedestal instead.' |
1738 | }, |
1738 | }, |
1739 | Director => { |
1739 | Director => { |
1740 | attr => [ |
1740 | attr => [ |
1741 | [ |
1741 | [ |
1742 | 'sp', |
1742 | 'sp', |
… | |
… | |
4904 | } |
4904 | } |
4905 | ], |
4905 | ], |
4906 | [ |
4906 | [ |
4907 | 'slaying', |
4907 | 'slaying', |
4908 | { |
4908 | { |
4909 | desc => 'the <match race> defines the object we\'re looking for. If <match race> matches the monster\'s or the player\'s race, we have a match. Yes, pedestals can detect a player\'s race! E.g. you could create a place where only fireborns can enter, by setting "slaying unnatural". If it is set to "player", any player stepping on the pedestal is a match. Very useful if you want to open a gate for players but not for monsters.', |
4909 | desc => 'the <match race> defines the object we\'re looking for. If <match race> matches the monster\'s or the player\'s race, we have a match. Yes, pedestals can detect a player\'s race! E.g. you could create a place where only fireborns can enter, by setting "slaying unnatural". If it is set to "player", any player stepping on the pedestal is a match. Very useful if you want to open a gate for players but not for monsters. If the string starts with \'match \', then it is interpreted as a match expression (e.g. \'match type=POTION\', or \'match type=SPELL in applied type=CONTAINER in inv in originator\'). For details, see http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm', |
4910 | name => 'match race', |
4910 | name => 'match race', |
4911 | type => 'string' |
4911 | type => 'string' |
4912 | } |
4912 | } |
4913 | ], |
4913 | ], |
4914 | [ |
4914 | [ |