--- deliantra/Deliantra/res/types.xml 2006/03/20 02:41:18 1.8
+++ deliantra/Deliantra/res/types.xml 2006/08/14 01:15:12 1.18
@@ -110,6 +110,62 @@
length CDATA #IMPLIED
true CDATA #IMPLIED
false CDATA #IMPLIED>
+
+
+ Which movement types automatically (as opposed to manually) activate this object.
+
+ ">
+
+ Which movement types deactivate this object (e.g. button).
+
+ ">
+
+ Determines which kinds of movement this object can use (e.g. for monsters)
+ or grants (e.g. for amulets).
+
+ ">
+
+ Objects using these movement types cannot move over this space.
+
+
+ Objects using these movement types are allowed to move over this space. Takes
+ precedence over 'blocked movements'.
+
+
+ The types of movement that should by slowed down by the 'slow movement penalty'.
+
+
+ If <slow movement> is set to a value greater zero, all
+ creatures matching 'slow move' will be slower than normal on this spot.
+
+ <slow movement> 1 - rough terrain
+ <slow movement> 2 - very rough terrain
+ ...
+ <slow movement> 5 - default for deep swamp
+ ...
+ <slow movement> 7 - spider web (sticky as hell)
+
+ ">
+
+ The speed left to the object. On every tick, if this value is higher
+ than 0, the object acts/triggers/moves etc. and the value gets
+ decremented by 1. Otherwise, it is incremented by <speed> on
+ every tick.
+
+ ">
+
+ Whether the teleporter should only be activated on push.
+
+
+ Whether the teleporter should only be activated on release.
+
+ ">
]>
@@ -200,6 +256,15 @@
+
+
+
+
+
+
+
+
+
@@ -345,6 +410,32 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -381,9 +472,8 @@
never know ;) ).
- Adds a certain value to the object: It will be worth that many times the
- default value from it's archetype (E.g. "value = 3" means three times
- worth the default value). Value for buying/selling will be
+ Determines the value of the object, in units of silver coins (one
+ platinum coin == 50 silver coins). Value for buying/selling will be
further modified by various factors. Hence, testing values in-game is
usually inevitable.
@@ -460,9 +550,7 @@
other types like "monster & npc" which also have type number 0. -->
-
- If set, the object cannot be passed by players nor monsters.
-
+ &movement_types_terrain;
Curses can have various effects: On equipment and food,
they generally harm the player in some way.
@@ -561,7 +649,7 @@
Either way, the sacrificed item disappears. ]]>
-
+ &move_on;
This string specifies the item that must be put on the altar to
activate it. It can either be the name of an archetype, or directly
@@ -662,8 +750,7 @@
used for altars being connected to gates, resulting in the
gate being opened and closed again.
-
-
+ &move_on;
This text will be displayed to the player
in the exact moment when the altar is activated.
@@ -930,10 +1017,7 @@
times, to avoid players being completely immune to
certain types of attacks.
-
- As soon as the player applies a piece of equipment with
- <levitate> set, the player will start to float in the air.
-
+ &move_type;
Click on the <attuned paths> button to select spellpaths.
The player will get attuned to the specified spellpaths
@@ -1110,8 +1194,8 @@
player or monster steps on it. When the button is "released", the
<connection> value get's triggered a second time. ]]>
-
-
+ &move_on;
+ &move_off;
The button is pressed (triggered), as soon as
@@ -1364,6 +1448,7 @@
Whenever the connection value is activated,
the creator gets triggered.
+ &activate_on;
If <infinit uses> is set, the creator will work
infinitely, regardless of the value in <number of uses>.
@@ -1419,6 +1504,12 @@
If you want the detector to behave almost like pedestals/buttons,
set speed rather high, like <detection speed> 1.0.
+ &speed_left;
+
+ The speed left. This value is incremented by <speed> on every tick.
+ If it is larger than 0, the detector checks, and the speed is decremented
+ by 1.
+
@@ -1450,8 +1541,7 @@
A director with direction <none> simply stops projectiles.
(The latter works out a bit strange for some spells).
-
-
+ &move_on;
@@ -1529,6 +1619,7 @@
The <speed> of the disease determines how fast the disease will
"move", thus how fast the symptoms strike the host.
+ &speed_left;
@@ -1628,9 +1719,7 @@
-
- If set, a player must defeat the door to enter.
-
+ &movement_types_terrain;
The more <hitpoints> the door has, the longer it takes to be broken.
@@ -1672,8 +1761,8 @@
loosing rate of 2/3 = 67%. ]]>
- Only objects of matching archtype, lying ontop of the dublicator will be
- dublicated, multiplied or removed. All other objects will be ignored.
+ Only objects of matching archtype, lying ontop of the duplicator will be
+ duplicated, multiplied or removed. All other objects will be ignored.
The number of items in the target pile will be multiplied by the
@@ -1685,6 +1774,7 @@
is able to trigger this duplicator. Be very careful that players cannot
abuse it to create endless amounts of money or other valuable stuff!
+ &activate_on;
@@ -1734,15 +1824,7 @@
properties as "Enter X/Y". Though, please DO NOT use that.
It turned out to be a source for numerous map-bugs.
-
- If set, the player will apply the exit by just walking into it. This must
- be set for the invisible exits for example. If unset, the player has
- to step onto the exit and press 'a' to get transferred.
-
-
- If set, the player will apply the exit by "flying into it". Flying means
- the player is levitating. E.g. wearing levitation boots.
-
+ &move_on;
If set, this message will be displayed to the player when he applies the exit.
This is quite useful to throw in some "role-play feeling": "As you enter the
@@ -1769,7 +1851,7 @@
little health by eating flesh-objects.
For dragon players, flesh plays a very special role though: If the
flesh has resistances set, a dragon player has a chance to gain resistance in
- those cathegories. The only constraint to this process is the <flesh level>.
+ those categories. The only constraint to this process is the <flesh level>.
Don't forget that flesh items with resistances have to be balanced
according to map/monster difficulty. ]]>
@@ -1930,19 +2012,8 @@
-
- If set, the object cannot be passed by players nor monsters.
-
-
- If <slow movement> is set to a value greater zero, all
- creatures moving over this spot will be slower than normal.
-
- <slow movement> 1 - rough terrain
- <slow movement> 2 - very rough terrain
- ...
- <slow movement> 7 - spider web (sticky as hell)
-
+ &movement_types_terrain;
This flag indicates this spot contains wood or high grass.
Players with activated woodsman skill can move faster here.
@@ -1985,19 +2056,8 @@
-
- If set, the object cannot be passed by players nor monsters.
-
-
- If <slow movement> is set to a value greater zero, all
- creatures moving over this spot will be slower than normal.
-
- <slow movement> 1 - rough terrain
- <slow movement> 2 - very rough terrain
- ...
- <slow movement> 7 - spider web (sticky as hell)
-
+ &movement_types_terrain;
This flag indicates this spot contains wood or high grass.
Players with activated woodsman skill can move faster here.
@@ -2059,6 +2119,9 @@
maps more complex than "one-way". ]]>
+
+ The speed of the gate affects how fast it is closing/opening.
+
Whenever the inventory checker is triggered, all objects with identical
<connection> value get activated. This only makes sense together with
@@ -2070,10 +2133,7 @@
about 6 or 7) means completely closed/up state. I suggest you don't
mess with this value - Leave the default in place.
-
- For open gates, <blocking passage> should be unset.
- For closed gates it must be set.
-
+ &movement_types_terrain;
Restricting the use of spells to pass this gate. This has
an effect only if <block view> is disabled.
@@ -2191,7 +2251,7 @@
-
+ &move_on;
This attribute specifys the attacktypes that this floor uses to
@@ -2216,15 +2276,7 @@
value to be on the safe side.
-
- If <slow movement> is set to a value greater zero, all
- creatures moving over this spot will be slower than normal.
-
- <slow movement> 1 - rough terrain
- <slow movement> 2 - very rough terrain
- ...
- <slow movement> 7 - spider web (sticky as hell)
-
+ &movement_types_terrain;
This flag indicates this spot contains wood or high grass.
Players with activated woodsman skill can move faster here.
@@ -2297,7 +2349,7 @@
high or higher than this value. In that way, some altars can not
be re-consecrated, while other altars, like those in dungeons, could be.
- Altars located in temples should have at least <reconsecrate level> 100.
+ Altars located in temples should have at least <reconsecrate level> 120.
Some characters might need those altars, they would be very unhappy to
see them re-consecrated to another cult.
@@ -2400,7 +2452,7 @@
matching object (usually not recommended, see "last_heal").
Alternatively, you can set your inv. checker to block all players
- that do/don't carry the matching object (-> "no_pass").
+ that do/don't carry the matching object.
As you can see, inv. checkers are quite powerful, holding a
great variety of possibilities. ]]>
@@ -2442,11 +2494,7 @@
<connection> value get activated. This only makes sense together with
<blocking passage> disabled.
-
- If set, only players meeting the match criteria can pass
- through that space. If unset (default), the inventory
- checker acts like a trigger/button.
-
+ &movement_types_terrain;
<remove match> means remove object if found. Setting this is usually not
recommended because inv. checkers are in general invisible. So, unlike
@@ -2542,7 +2590,7 @@
items. To get your hands on the artifacts, you need to bring up the
appropriate quest items (key objects). ]]>
-
+
The <key string> in the door must be identical with the
@@ -2658,20 +2706,20 @@
it's spell. You should set <casting speed> to zero, or this won't
have much visible effect.
+ &activate_on;
The <casting speed> defines the spellcasting speed of the wall.
You can fine-tune how long the duration between two casts shall
be. If you want to create a wall that can be activated (cast per
trigger) via connected lever/button/etc, you must set "speed 0".
+ &speed_left;
The magic wall will cast it's spells always in the specified
<direction>. A magic wall with direction set to <none> will
always fire in a random direction.
-
- If set, the object cannot be passed by players nor monsters.
-
+ &movement_types_terrain;
Walls with <is destroyable> enabled can be attacked and (eventually)
@@ -2779,6 +2827,7 @@
sure the player really gets his mark. I think <marking speed> 1.0
should do fine.
+ &speed_left;
This value defines the duration of the force it inserts.
If nonzero, the duration of the player's mark is finite:
@@ -2893,7 +2942,7 @@
<level> affects the power of a monster in various ways.
- Every monster should have a race set to cathegorize it.
+ Every monster should have a race set to categorize it.
The monster's <race> can have different effects:
Slaying weapons inflict tripple damage against enemy races
and holy word kills only enemy races of the god.
@@ -2901,7 +2950,7 @@
When a player kills this monster, he will get exactly this
amount of <experience>. The experience will flow into
- the skill-cathegory the player used for the kill.
+ the skill-category the player used for the kill.
If you create special monsters of tweaked strenght/abilities,
always make sure that the <experience> is set to a
@@ -2913,6 +2962,7 @@
The <speed> determines how fast a monster will both move
and fight. High <speed> makes a monster considerably stronger.
+ &speed_left;
This only takes effect if <multiply> is enabled. The monster will
create a <breed monster> every once in a while. <breed monster>
@@ -2933,10 +2983,7 @@
a randomly chosen item from the inventory. When generator is destroyed,
inventory is destroyed.
-
- Flying monsters won't get slowed down in rough terrain
- and they won't be affected by movers.
-
+ &move_type;
Several spells only affect undead monsters:
turn undead, banish undead, holy word, etc.
@@ -3158,7 +3205,12 @@
11x11 square of the monster will wake the monster up. If the player
has stealth, the size of this square is reduced in half plus 1.
-
+
+ If this is set to default, the standard mode of movement will be used.
+
+
+ This movement is not in effect when the monster has an enemy and should
+ only be used for non agressive monsters.
This is a percentage value in the range 0-100.
@@ -3349,6 +3401,7 @@
The movement speed value determines how fast a chain of
these movers will push a player along (default is -0.2).
+ &speed_left;
The mover will push creatures in the specified <direction>.
A mover with direction set to <none> will spin clockwise,
@@ -3378,13 +3431,8 @@
route! Note that it's useful to set this NPC immune to everything,
preventing the player to push the NPC off his trace.
-
- This should always be set.
-
-
- Move flying creatures enabled means all flying (living)
- objects will get moved too. If disabled, only walking
- (non-flying) creatures will get moved.
+
+ Which movement types activate the mover.
@@ -3422,8 +3470,7 @@
When the pedestal is triggered, all objects with the same
connection value get activated.
-
-
+ &move_on;
@@ -3451,6 +3498,7 @@
When a <connection> value is set, the pit can be opened/closed
by activating the connection.
+ &activate_on;
The pit will transport creatures (and items) randomly into a two-square
radius of the destination coordinates.
@@ -3469,18 +3517,7 @@
about 6 or 7) means completely closed/up state. I suggest you don't
mess with this value - Leave the default in place.
-
- If set, all walking creatures will fall into the pit.
- This does NOT need to be set for closed pits!
-
-
- If set, all flying creatures will fall into the pit as well.
- This is not the behaviour expected from a pit, and it should
- only be used for map-mechanisms (e.g. for transporting flying
- monsters).
- An interesting side-effect: If this flag is enabled, spell
- effects like fire/snow also make their way through the pit.
-
+ &move_on;
@@ -3838,7 +3875,7 @@
together with spellcasting- and attack-runes is usually a bad idea. ]]>
-
+ &move_on;
This value sets the level the rune will cast the spell it contains at,
if applicable. A level 99 rune casts a very, very mean spell of whatever.
@@ -3987,7 +4024,7 @@
@@ -4190,14 +4227,7 @@
Not more and not less than that. ]]>
-
- If set, the player can enter/leave the
- shop by just walking into the shop mat.
-
-
- If set, the player can enter/leave the
- shop by "flying" into the shop mat.
-
+ &move_on;
@@ -4224,17 +4254,8 @@
If activating your magic_mouth this way, the message will not only be
printed to one player, but all players on the current map.
-
- If set, the player gets the message when walking ontop of the object.
- "invisible 1" should be set in this case. This is the typical configuration
- for a "magic_mouth": The player walks through a dungeon and suddenly he
- gets a message. Use this to create some roleplay atmosphere, and to inform
- the player about possible dangers or secrets.
-
-
- If set, the player gets the message when flying (=levitating) ontop
- of the object. Usually this should be set together with walk_on.
-
+ &activate_on;
+ &move_on;
If a counter-value is set (greater zero), the sign/magic_mouth can be applied
(printing the message) only that many times. For signs this really shouldn't
@@ -4505,8 +4526,7 @@
Example: <direction number> -2 means spin 90 degrees clockwise.
-
-
+ &move_on;
@@ -4522,7 +4542,6 @@
Players with knowledge of the woodsman skill are a lot less likely
to die in the swamp. ]]>
-
@@ -4530,15 +4549,9 @@
sink into the swamp. Swamp with very high <drowning speed> can be a nasty
and unexpected death-trap. Players should get a warning before such areas.
-
- If <slow movement> is set to a value greater zero, all
- creatures moving over this spot will be slower than normal.
-
- <slow movement> 1 - rough terrain
- <slow movement> 2 - very rough terrain
- ...
- <slow movement> 5 - default for deep swamp
-
+ &speed_left;
+ &move_on;
+ &movement_types_terrain;
If enabled, it is impossible for players to use (wizard-)
spells on that spot.
@@ -4623,6 +4636,7 @@
whenever the connection is triggered. To use this properly,
<activation speed> must be zero.
+ &activate_on;
If the <activation speed> is nonzero, the teleporter will
automatically be activated in regular time-intervals. Hence, the
@@ -4633,6 +4647,7 @@
VERY IMPORTANT: If you want to have your teleporter activated via
button/handle/magic_ear/etc, you must set <activation speed> to zero!
+ &speed_left;
@@ -4661,16 +4676,14 @@
<blocking passage> disabled. If unset, the gate opens automatically
after some time.
+ &activate_on;
The <position state> defines the position of the gate:
Zero means completely open/down, the "number of animation-steps" (usually
about 6 or 7) means completely closed/up state. I suggest you don't
mess with this value - Leave the default in place.
-
- For open gates, <blocking passage> should be unset.
- For closed gates it must be set.
-
+ &movement_types_terrain;
Restricting the use of spells to pass this gate. This has
an effect only if <block view> is disabled.
@@ -4711,7 +4724,7 @@
off your lightning wall and pit trap is usually a bad idea. ]]>
-
+ &move_on;
Level effects how easily a trap may be found and disarmed, and
how much experience the player gets for doing so. Beware: High level
@@ -4764,7 +4777,7 @@
are not supposed to be used to randomly interconnect maps like teleporters. ]]>
-
+ &move_on;
This value defines how much weight the trapdoor can hold.
Once items or creatures are gathered on the trapdoor, with
@@ -4910,9 +4923,7 @@
-
- If set, the object cannot be passed by players nor monsters.
-
+ &movement_types_terrain;
If set, the object is able to "roll", so it can be pushed around.
This setting is used for boulders and barrels.