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Comparing deliantra/Deliantra/Deliantra/Data.pm (file contents):
Revision 1.57 by root, Wed Oct 21 00:16:24 2009 UTC vs.
Revision 1.58 by root, Wed Oct 21 00:20:16 2009 UTC

522 ], 522 ],
523 [ 523 [
524 'move_on', 524 'move_on',
525 { 525 {
526 desc => 'Which movement types automatically (as opposed to manually) activate this object.', 526 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
527 name => 'movement type', 527 name => 'movement on',
528 type => 'movement_type' 528 type => 'movement_type'
529 } 529 }
530 ], 530 ],
531 [ 531 [
532 'slaying', 532 'slaying',
635 ], 635 ],
636 [ 636 [
637 'move_on', 637 'move_on',
638 { 638 {
639 desc => 'Which movement types automatically (as opposed to manually) activate this object.', 639 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
640 name => 'movement type', 640 name => 'movement on',
641 type => 'movement_type' 641 type => 'movement_type'
642 } 642 }
643 ], 643 ],
644 [ 644 [
645 'msg', 645 'msg',
1263 attr => [ 1263 attr => [
1264 [ 1264 [
1265 'move_on', 1265 'move_on',
1266 { 1266 {
1267 desc => 'Which movement types automatically (as opposed to manually) activate this object.', 1267 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1268 name => 'movement type', 1268 name => 'movement on',
1269 type => 'movement_type' 1269 type => 'movement_type'
1270 } 1270 }
1271 ], 1271 ],
1272 [ 1272 [
1273 'move_off', 1273 'move_off',
1274 { 1274 {
1275 desc => 'Which movement types deactivate this object (e.g. button).', 1275 desc => 'Which movement types deactivate this object (e.g. button).',
1276 name => 'movement type', 1276 name => 'movement off',
1277 type => 'movement_type' 1277 type => 'movement_type'
1278 } 1278 }
1279 ], 1279 ],
1280 [ 1280 [
1281 'no_pick', 1281 'no_pick',
1749 ], 1749 ],
1750 [ 1750 [
1751 'move_on', 1751 'move_on',
1752 { 1752 {
1753 desc => 'Which movement types automatically (as opposed to manually) activate this object.', 1753 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1754 name => 'movement type', 1754 name => 'movement on',
1755 type => 'movement_type' 1755 type => 'movement_type'
1756 } 1756 }
1757 ] 1757 ]
1758 ], 1758 ],
1759 desc => 'Directors change the direction of spell objects and other projectiles that fly past. Unlike spinners, directors always move objects in the same direction. It does not make a difference from what angle you shoot into it.<br> Directors are visible per default.', 1759 desc => 'Directors change the direction of spell objects and other projectiles that fly past. Unlike spinners, directors always move objects in the same direction. It does not make a difference from what angle you shoot into it.<br> Directors are visible per default.',
2192 ], 2192 ],
2193 [ 2193 [
2194 'move_on', 2194 'move_on',
2195 { 2195 {
2196 desc => 'Which movement types automatically (as opposed to manually) activate this object.', 2196 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2197 name => 'movement type', 2197 name => 'movement on',
2198 type => 'movement_type' 2198 type => 'movement_type'
2199 } 2199 }
2200 ], 2200 ],
2201 [ 2201 [
2202 'msg', 2202 'msg',
2845 ], 2845 ],
2846 [ 2846 [
2847 'move_on', 2847 'move_on',
2848 { 2848 {
2849 desc => 'Which movement types automatically (as opposed to manually) activate this object.', 2849 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2850 name => 'movement type', 2850 name => 'movement on',
2851 type => 'movement_type' 2851 type => 'movement_type'
2852 } 2852 }
2853 ], 2853 ],
2854 [ 2854 [
2855 'no_pick', 2855 'no_pick',
3401 ], 3401 ],
3402 [ 3402 [
3403 'move_on', 3403 'move_on',
3404 { 3404 {
3405 desc => 'Which movement types automatically (as opposed to manually) activate this object.', 3405 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
3406 name => 'movement type', 3406 name => 'movement on',
3407 type => 'movement_type' 3407 type => 'movement_type'
3408 } 3408 }
3409 ], 3409 ],
3410 [ 3410 [
3411 'move_off', 3411 'move_off',
3412 { 3412 {
3413 desc => 'Which movement types deactivate this object (e.g. button).', 3413 desc => 'Which movement types deactivate this object (e.g. button).',
3414 name => 'movement type', 3414 name => 'movement off',
3415 type => 'movement_type' 3415 type => 'movement_type'
3416 } 3416 }
3417 ], 3417 ],
3418 [ 3418 [
3419 'move_block', 3419 'move_block',
4978 ], 4978 ],
4979 [ 4979 [
4980 'move_on', 4980 'move_on',
4981 { 4981 {
4982 desc => 'Which movement types automatically (as opposed to manually) activate this object.', 4982 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4983 name => 'movement type', 4983 name => 'movement on',
4984 type => 'movement_type' 4984 type => 'movement_type'
4985 } 4985 }
4986 ] 4986 ]
4987 ], 4987 ],
4988 desc => 'Pedestals are designed to detect certain types of living objects. When a predefined type of living creature steps on the pedestal, the connected value is triggered.', 4988 desc => 'Pedestals are designed to detect certain types of living objects. When a predefined type of living creature steps on the pedestal, the connected value is triggered.',
5059 ], 5059 ],
5060 [ 5060 [
5061 'move_on', 5061 'move_on',
5062 { 5062 {
5063 desc => 'Which movement types automatically (as opposed to manually) activate this object.', 5063 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5064 name => 'movement type', 5064 name => 'movement on',
5065 type => 'movement_type' 5065 type => 'movement_type'
5066 } 5066 }
5067 ] 5067 ]
5068 ], 5068 ],
5069 desc => 'Pits are holes, transporting the player when he walks (and falls) into them. A speciality about pits is that they don\'t transport the player to the exact destination, but within a configurable radius of the destination (never on blocked squares).<br> Optionally, pits can get closed and opened, similar to gates.<br><br> Monsters and items are affected by pits just as well as players. Even multipart monsters can fall through them, given enough space.', 5069 desc => 'Pits are holes, transporting the player when he walks (and falls) into them. A speciality about pits is that they don\'t transport the player to the exact destination, but within a configurable radius of the destination (never on blocked squares).<br> Optionally, pits can get closed and opened, similar to gates.<br><br> Monsters and items are affected by pits just as well as players. Even multipart monsters can fall through them, given enough space.',
5550 ], 5550 ],
5551 [ 5551 [
5552 'move_on', 5552 'move_on',
5553 { 5553 {
5554 desc => 'Which movement types automatically (as opposed to manually) activate this object.', 5554 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5555 name => 'movement type', 5555 name => 'movement on',
5556 type => 'movement_type' 5556 type => 'movement_type'
5557 } 5557 }
5558 ], 5558 ],
5559 [ 5559 [
5560 'level', 5560 'level',
6080 ], 6080 ],
6081 [ 6081 [
6082 'move_on', 6082 'move_on',
6083 { 6083 {
6084 desc => 'Which movement types automatically (as opposed to manually) activate this object.', 6084 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6085 name => 'movement type', 6085 name => 'movement on',
6086 type => 'movement_type' 6086 type => 'movement_type'
6087 } 6087 }
6088 ] 6088 ]
6089 ], 6089 ],
6090 desc => 'Shop mats are used for entering/leaving shops. You should always have exactly TWO shop mats on your shop-map: One inside the "shopping-area" and one outside. Shop mats don\'t use exit paths/ or -destinations. When stepping onto a shopmat the player gets beamed to the nearest other mat. If the player has unpaid items in his inventory, the price gets charged from his coins automatically. If the player has insufficient coins to buy his unpaid items, he is unable to pass any shopmat (So he has to drop unpaid items).', 6090 desc => 'Shop mats are used for entering/leaving shops. You should always have exactly TWO shop mats on your shop-map: One inside the "shopping-area" and one outside. Shop mats don\'t use exit paths/ or -destinations. When stepping onto a shopmat the player gets beamed to the nearest other mat. If the player has unpaid items in his inventory, the price gets charged from his coins automatically. If the player has insufficient coins to buy his unpaid items, he is unable to pass any shopmat (So he has to drop unpaid items).',
6122 ], 6122 ],
6123 [ 6123 [
6124 'move_on', 6124 'move_on',
6125 { 6125 {
6126 desc => 'Which movement types automatically (as opposed to manually) activate this object.', 6126 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6127 name => 'movement type', 6127 name => 'movement on',
6128 type => 'movement_type' 6128 type => 'movement_type'
6129 } 6129 }
6130 ], 6130 ],
6131 [ 6131 [
6132 'food', 6132 'food',
6682 ], 6682 ],
6683 [ 6683 [
6684 'move_on', 6684 'move_on',
6685 { 6685 {
6686 desc => 'Which movement types automatically (as opposed to manually) activate this object.', 6686 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6687 name => 'movement type', 6687 name => 'movement on',
6688 type => 'movement_type' 6688 type => 'movement_type'
6689 } 6689 }
6690 ] 6690 ]
6691 ], 6691 ],
6692 desc => 'Spinners change the direction of spell objects and other projectiles that fly past. Unlike directors, it does make a difference from what angle you shoot into the spinner. The direction of objects flying past is always changed by a certain degree.', 6692 desc => 'Spinners change the direction of spell objects and other projectiles that fly past. Unlike directors, it does make a difference from what angle you shoot into the spinner. The direction of objects flying past is always changed by a certain degree.',
6730 ], 6730 ],
6731 [ 6731 [
6732 'move_on', 6732 'move_on',
6733 { 6733 {
6734 desc => 'Which movement types automatically (as opposed to manually) activate this object.', 6734 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6735 name => 'movement type', 6735 name => 'movement on',
6736 type => 'movement_type' 6736 type => 'movement_type'
6737 } 6737 }
6738 ], 6738 ],
6739 [ 6739 [
6740 'move_block', 6740 'move_block',
7019 ], 7019 ],
7020 [ 7020 [
7021 'move_on', 7021 'move_on',
7022 { 7022 {
7023 desc => 'Which movement types automatically (as opposed to manually) activate this object.', 7023 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
7024 name => 'movement type', 7024 name => 'movement on',
7025 type => 'movement_type' 7025 type => 'movement_type'
7026 } 7026 }
7027 ], 7027 ],
7028 [ 7028 [
7029 'level', 7029 'level',
7108 ], 7108 ],
7109 [ 7109 [
7110 'move_on', 7110 'move_on',
7111 { 7111 {
7112 desc => 'Which movement types automatically (as opposed to manually) activate this object.', 7112 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
7113 name => 'movement type', 7113 name => 'movement on',
7114 type => 'movement_type' 7114 type => 'movement_type'
7115 } 7115 }
7116 ], 7116 ],
7117 [ 7117 [
7118 'weight', 7118 'weight',

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