--- 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.