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/cvs/deliantra/Deliantra/Deliantra/Data.pm
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Comparing deliantra/Deliantra/Deliantra/Data.pm (file contents):
Revision 1.55 by root, Sun Oct 11 17:00:44 2009 UTC vs.
Revision 1.56 by root, Mon Oct 12 02:58:49 2009 UTC

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 [

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