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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.11 by root, Thu Mar 23 20:15:08 2006 UTC vs.
Revision 1.17 by elmex, Wed Aug 9 21:21:53 2006 UTC

148 <slow movement> 5 - default for deep swamp 148 <slow movement> 5 - default for deep swamp
149 ... 149 ...
150 <slow movement> 7 - spider web (sticky as hell) 150 <slow movement> 7 - spider web (sticky as hell)
151 </attribute> 151 </attribute>
152 "> 152 ">
153 <!ENTITY speed_left "
154 <attribute arch='speed_left' editor='speed left' type='float'>
155 The speed left to the object. On every tick, if this value is higher
156 than 0, the object acts/triggers/moves etc. and the value gets
157 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158 every tick.
159 </attribute>
160 ">
161 <!ENTITY activate_on "
162 <attribute arch='activate_on_push' editor='Activate on push' type='bool'>
163 Whether the teleporter should only be activated on push.
164 </attribute>
165 <attribute arch='activate_on_release' editor='Activate on release' type='bool'>
166 Whether the teleporter should only be activated on release.
167 </attribute>
168 ">
153]> 169]>
154 170
155<types> 171<types>
156 172
157<!--###################### bitmask definitions ######################--> 173<!--###################### bitmask definitions ######################-->
453 zero weight are not pickable for players. Still, set the "non-pickable"-flag 469 zero weight are not pickable for players. Still, set the "non-pickable"-flag
454 for explicitly non-pickable objects (hey, this is opensource.. you 470 for explicitly non-pickable objects (hey, this is opensource.. you
455 never know ;) ). 471 never know ;) ).
456 </attribute> 472 </attribute>
457 <attribute arch="value" editor="value" type="int"> 473 <attribute arch="value" editor="value" type="int">
458 Adds a certain value to the object: It will be worth that many times the 474 Determines the value of the object, in units of silver coins (one
459 default value from it's archetype (E.g. "value = 3" means three times 475 platinum coin == 50 silver coins). Value for buying/selling will be
460 worth the default value). Value for buying/selling will be
461 further modified by various factors. Hence, testing values in-game is 476 further modified by various factors. Hence, testing values in-game is
462 usually inevitable. 477 usually inevitable.
463 </attribute> 478 </attribute>
464 <attribute arch="glow_radius" editor="glow radius" type="int"> 479 <attribute arch="glow_radius" editor="glow radius" type="int">
465 If &lt;glow radius&gt; is set to a value greater zero, the object 480 If &lt;glow radius&gt; is set to a value greater zero, the object
1430 </attribute> 1445 </attribute>
1431 <attribute arch="connected" editor="connection" type="int"> 1446 <attribute arch="connected" editor="connection" type="int">
1432 Whenever the connection value is activated, 1447 Whenever the connection value is activated,
1433 the creator gets triggered. 1448 the creator gets triggered.
1434 </attribute> 1449 </attribute>
1450 &activate_on;
1435 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1451 <attribute arch="lifesave" editor="infinit uses" type="bool">
1436 If &lt;infinit uses&gt; is set, the creator will work 1452 If &lt;infinit uses&gt; is set, the creator will work
1437 infinitely, regardless of the value in &lt;number of uses&gt;. 1453 infinitely, regardless of the value in &lt;number of uses&gt;.
1438 </attribute> 1454 </attribute>
1439 <attribute arch="hp" editor="number of uses" type="int"> 1455 <attribute arch="hp" editor="number of uses" type="int">
1484 </attribute> 1500 </attribute>
1485 <attribute arch="speed" editor="detection speed" type="float"> 1501 <attribute arch="speed" editor="detection speed" type="float">
1486 This value defines the time between two detector-checks. 1502 This value defines the time between two detector-checks.
1487 If you want the detector to behave almost like pedestals/buttons, 1503 If you want the detector to behave almost like pedestals/buttons,
1488 set speed rather high, like &lt;detection speed&gt; 1.0. 1504 set speed rather high, like &lt;detection speed&gt; 1.0.
1505 </attribute>
1506 &speed_left;
1507 <attribute arch="speed_left" editor="speed left" type="float">
1508 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1509 If it is larger than 0, the detector checks, and the speed is decremented
1510 by 1.
1489 </attribute> 1511 </attribute>
1490</type> 1512</type>
1491 1513
1492<!--####################################################################--> 1514<!--####################################################################-->
1493<type number="112" name="Director"> 1515<type number="112" name="Director">
1594 </attribute> 1616 </attribute>
1595 <attribute arch="speed" editor="moving speed" type="float"> 1617 <attribute arch="speed" editor="moving speed" type="float">
1596 The &lt;speed&gt; of the disease determines how fast the disease will 1618 The &lt;speed&gt; of the disease determines how fast the disease will
1597 "move", thus how fast the symptoms strike the host. 1619 "move", thus how fast the symptoms strike the host.
1598 </attribute> 1620 </attribute>
1621 &speed_left;
1599</section> 1622</section>
1600<section name="symptoms"> 1623<section name="symptoms">
1601 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 1624 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1602 The disease will attack the host with the given &lt;attacktype&gt;. 1625 The disease will attack the host with the given &lt;attacktype&gt;.
1603 Godpower attacktype is commonly used for "unresistable" diseases. 1626 Godpower attacktype is commonly used for "unresistable" diseases.
1735 loose the input matches the chance to earn winnings.<br> 1758 loose the input matches the chance to earn winnings.<br>
1736 A duplicator with &lt;multiply factor&gt; 3 for example should have a 1759 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1737 loosing rate of 2/3 = 67%. ]]> 1760 loosing rate of 2/3 = 67%. ]]>
1738 </use> 1761 </use>
1739 <attribute arch="other_arch" editor="target arch" type="string"> 1762 <attribute arch="other_arch" editor="target arch" type="string">
1740 Only objects of matching archtype, lying ontop of the dublicator will be 1763 Only objects of matching archtype, lying ontop of the duplicator will be
1741 dublicated, multiplied or removed. All other objects will be ignored. 1764 duplicated, multiplied or removed. All other objects will be ignored.
1742 </attribute> 1765 </attribute>
1743 <attribute arch="level" editor="multiply factor" type="int"> 1766 <attribute arch="level" editor="multiply factor" type="int">
1744 The number of items in the target pile will be multiplied by the 1767 The number of items in the target pile will be multiplied by the
1745 &lt;multiply factor&gt;. If it is set to zero, all target objects 1768 &lt;multiply factor&gt;. If it is set to zero, all target objects
1746 will be destroyed. 1769 will be destroyed.
1748 <attribute arch="connected" editor="connection" type="int"> 1771 <attribute arch="connected" editor="connection" type="int">
1749 An activator (lever, altar, button, etc) with matching connection value 1772 An activator (lever, altar, button, etc) with matching connection value
1750 is able to trigger this duplicator. Be very careful that players cannot 1773 is able to trigger this duplicator. Be very careful that players cannot
1751 abuse it to create endless amounts of money or other valuable stuff! 1774 abuse it to create endless amounts of money or other valuable stuff!
1752 </attribute> 1775 </attribute>
1776 &activate_on;
1753</type> 1777</type>
1754 1778
1755<!--####################################################################--> 1779<!--####################################################################-->
1756<type number="66" name="Exit"> 1780<type number="66" name="Exit">
1757 <ignore> 1781 <ignore>
1824 <description><![CDATA[ 1848 <description><![CDATA[
1825 Just like with food, the player can fill his stomache and gain a 1849 Just like with food, the player can fill his stomache and gain a
1826 little health by eating flesh-objects. <br> 1850 little health by eating flesh-objects. <br>
1827 For dragon players, flesh plays a very special role though: If the 1851 For dragon players, flesh plays a very special role though: If the
1828 flesh has resistances set, a dragon player has a chance to gain resistance in 1852 flesh has resistances set, a dragon player has a chance to gain resistance in
1829 those cathegories. The only constraint to this process is the &lt;flesh level&gt;. 1853 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1830 Don't forget that flesh items with resistances have to be balanced 1854 Don't forget that flesh items with resistances have to be balanced
1831 according to map/monster difficulty. ]]> 1855 according to map/monster difficulty. ]]>
1832 </description> 1856 </description>
1833 <use><![CDATA[ 1857 <use><![CDATA[
1834 For dragon players, flesh items can be highly valuable. Note that many 1858 For dragon players, flesh items can be highly valuable. Note that many
2092 Use gates to divide your maps into seperated areas. After solving 2116 Use gates to divide your maps into seperated areas. After solving
2093 area A, the player gains access to area B, and so on. Make your 2117 area A, the player gains access to area B, and so on. Make your
2094 maps more complex than "one-way". ]]> 2118 maps more complex than "one-way". ]]>
2095 </use> 2119 </use>
2096 <attribute arch="no_pick" value="1" type="fixed" /> 2120 <attribute arch="no_pick" value="1" type="fixed" />
2121 <attribute arch="speed" value="1" type="float">
2122 The speed of the gate affects how fast it is closing/opening.
2123 </attribute>
2097 <attribute arch="connected" editor="connection" type="int"> 2124 <attribute arch="connected" editor="connection" type="int">
2098 Whenever the inventory checker is triggered, all objects with identical 2125 Whenever the inventory checker is triggered, all objects with identical
2099 &lt;connection&gt; value get activated. This only makes sense together with 2126 &lt;connection&gt; value get activated. This only makes sense together with
2100 &lt;blocking passage&gt; disabled. 2127 &lt;blocking passage&gt; disabled.
2101 </attribute> 2128 </attribute>
2319 <attribute arch="level" editor="reconsecrate level" type="int"> 2346 <attribute arch="level" editor="reconsecrate level" type="int">
2320 To re-consecrate an altar, the player's wisdom level must be as 2347 To re-consecrate an altar, the player's wisdom level must be as
2321 high or higher than this value. In that way, some altars can not 2348 high or higher than this value. In that way, some altars can not
2322 be re-consecrated, while other altars, like those in dungeons, could be. 2349 be re-consecrated, while other altars, like those in dungeons, could be.
2323 2350
2324 Altars located in temples should have at least &lt;reconsecrate level&gt; 100. 2351 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2325 Some characters might need those altars, they would be very unhappy to 2352 Some characters might need those altars, they would be very unhappy to
2326 see them re-consecrated to another cult. 2353 see them re-consecrated to another cult.
2327 </attribute> 2354 </attribute>
2328</type> 2355</type>
2329 2356
2676 <attribute arch="connected" editor="connection" type="int"> 2703 <attribute arch="connected" editor="connection" type="int">
2677 Every time the &lt;connection&gt; value is triggered, the wall will cast 2704 Every time the &lt;connection&gt; value is triggered, the wall will cast
2678 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2705 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2679 have much visible effect. 2706 have much visible effect.
2680 </attribute> 2707 </attribute>
2708 &activate_on;
2681 <attribute arch="speed" editor="casting speed" type="float"> 2709 <attribute arch="speed" editor="casting speed" type="float">
2682 The &lt;casting speed&gt; defines the spellcasting speed of the wall. 2710 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2683 You can fine-tune how long the duration between two casts shall 2711 You can fine-tune how long the duration between two casts shall
2684 be. If you want to create a wall that can be activated (cast per 2712 be. If you want to create a wall that can be activated (cast per
2685 trigger) via connected lever/button/etc, you must set "speed 0". 2713 trigger) via connected lever/button/etc, you must set "speed 0".
2686 </attribute> 2714 </attribute>
2715 &speed_left;
2687 <attribute arch="sp" editor="direction" type="list_direction"> 2716 <attribute arch="sp" editor="direction" type="list_direction">
2688 The magic wall will cast it's spells always in the specified 2717 The magic wall will cast it's spells always in the specified
2689 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will 2718 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2690 always fire in a random direction. 2719 always fire in a random direction.
2691 </attribute> 2720 </attribute>
2795 The &lt;marking speed&gt; defines how quickly it will mark something 2824 The &lt;marking speed&gt; defines how quickly it will mark something
2796 standing on the marker. Set this value rather high to make 2825 standing on the marker. Set this value rather high to make
2797 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0 2826 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2798 should do fine. 2827 should do fine.
2799 </attribute> 2828 </attribute>
2829 &speed_left;
2800 <attribute arch="food" editor="mark duration" type="int"> 2830 <attribute arch="food" editor="mark duration" type="int">
2801 This value defines the duration of the force it inserts. 2831 This value defines the duration of the force it inserts.
2802 If nonzero, the duration of the player's mark is finite: 2832 If nonzero, the duration of the player's mark is finite:
2803 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset 2833 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2804 means the mark will stay on the player forever. 2834 means the mark will stay on the player forever.
2909 <attribute arch="level" editor="level" type="int"> 2939 <attribute arch="level" editor="level" type="int">
2910 A monster's &lt;level&gt; is the most important attribute. 2940 A monster's &lt;level&gt; is the most important attribute.
2911 &lt;level&gt; affects the power of a monster in various ways. 2941 &lt;level&gt; affects the power of a monster in various ways.
2912 </attribute> 2942 </attribute>
2913 <attribute arch="race" editor="race" type="string"> 2943 <attribute arch="race" editor="race" type="string">
2914 Every monster should have a race set to cathegorize it. 2944 Every monster should have a race set to categorize it.
2915 The monster's &lt;race&gt; can have different effects: 2945 The monster's &lt;race&gt; can have different effects:
2916 Slaying weapons inflict tripple damage against enemy races 2946 Slaying weapons inflict tripple damage against enemy races
2917 and holy word kills only enemy races of the god. 2947 and holy word kills only enemy races of the god.
2918 </attribute> 2948 </attribute>
2919 <attribute arch="exp" editor="experience" type="int"> 2949 <attribute arch="exp" editor="experience" type="int">
2920 When a player kills this monster, he will get exactly this 2950 When a player kills this monster, he will get exactly this
2921 amount of &lt;experience&gt;. The experience will flow into 2951 amount of &lt;experience&gt;. The experience will flow into
2922 the skill-cathegory the player used for the kill. 2952 the skill-category the player used for the kill.
2923 2953
2924 If you create special monsters of tweaked strenght/abilities, 2954 If you create special monsters of tweaked strenght/abilities,
2925 always make sure that the &lt;experience&gt; is set to a 2955 always make sure that the &lt;experience&gt; is set to a
2926 reasonable value. Compare with existing arches to get a feeling 2956 reasonable value. Compare with existing arches to get a feeling
2927 what reasonable means. Keep in mind that spellcasting monsters 2957 what reasonable means. Keep in mind that spellcasting monsters
2929 </attribute> 2959 </attribute>
2930 <attribute arch="speed" editor="speed" type="float"> 2960 <attribute arch="speed" editor="speed" type="float">
2931 The &lt;speed&gt; determines how fast a monster will both move 2961 The &lt;speed&gt; determines how fast a monster will both move
2932 and fight. High &lt;speed&gt; makes a monster considerably stronger. 2962 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2933 </attribute> 2963 </attribute>
2964 &speed_left;
2934 <attribute arch="other_arch" editor="breed monster" type="string"> 2965 <attribute arch="other_arch" editor="breed monster" type="string">
2935 This only takes effect if &lt;multiply&gt; is enabled. The monster will 2966 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2936 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt; 2967 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2937 can be set to any valid arch-name of a monster. Multipart monster 2968 can be set to any valid arch-name of a monster. Multipart monster
2938 should not be used. 2969 should not be used.
3367 </attribute> 3398 </attribute>
3368 <attribute arch="speed" editor="movement speed" type="float"> 3399 <attribute arch="speed" editor="movement speed" type="float">
3369 The movement speed value determines how fast a chain of 3400 The movement speed value determines how fast a chain of
3370 these movers will push a player along (default is -0.2). 3401 these movers will push a player along (default is -0.2).
3371 </attribute> 3402 </attribute>
3403 &speed_left;
3372 <attribute arch="sp" editor="direction" type="list_direction"> 3404 <attribute arch="sp" editor="direction" type="list_direction">
3373 The mover will push creatures in the specified &lt;direction&gt;. 3405 The mover will push creatures in the specified &lt;direction&gt;.
3374 A mover with direction set to &lt;none&gt; will spin clockwise, 3406 A mover with direction set to &lt;none&gt; will spin clockwise,
3375 thus pushing creatures in unpredictable directions. 3407 thus pushing creatures in unpredictable directions.
3376 </attribute> 3408 </attribute>
3463 <attribute arch="no_pick" value="1" type="fixed" /> 3495 <attribute arch="no_pick" value="1" type="fixed" />
3464 <attribute arch="connected" editor="connection" type="int"> 3496 <attribute arch="connected" editor="connection" type="int">
3465 When a &lt;connection&gt; value is set, the pit can be opened/closed 3497 When a &lt;connection&gt; value is set, the pit can be opened/closed
3466 by activating the connection. 3498 by activating the connection.
3467 </attribute> 3499 </attribute>
3500 &activate_on;
3468 <attribute arch="hp" editor="destination X" type="int"> 3501 <attribute arch="hp" editor="destination X" type="int">
3469 The pit will transport creatures (and items) randomly into a two-square 3502 The pit will transport creatures (and items) randomly into a two-square
3470 radius of the destination coordinates. 3503 radius of the destination coordinates.
3471 If the destination square becomes blocked, the pit will act like 3504 If the destination square becomes blocked, the pit will act like
3472 being filled up and not work anymore! 3505 being filled up and not work anymore!
3988</type> 4021</type>
3989 4022
3990<!--####################################################################--> 4023<!--####################################################################-->
3991<type number="14" name="Shooting Weapon"> 4024<type number="14" name="Shooting Weapon">
3992 <description><![CDATA[ 4025 <description><![CDATA[
3993 Schooting weapons like bows/crossbows are used to shoot projectiles 4026 Shooting weapons like bows/crossbows are used to shoot projectiles
3994 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 4027 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3995 wielded both at the same time. Like with any other equipment, 4028 wielded both at the same time. Like with any other equipment,
3996 stats/bonuses from shooting weapons are directly inherited to the player. 4029 stats/bonuses from shooting weapons are directly inherited to the player.
3997 <br><br> 4030 <br><br>
3998 It's very easy to add new pairs of weapons &amp; projectiles. 4031 It's very easy to add new pairs of weapons &amp; projectiles.
4000 weapon and projectile. ]]> 4033 weapon and projectile. ]]>
4001 </description> 4034 </description>
4002 <use><![CDATA[ 4035 <use><![CDATA[
4003 Shooting weapons should not add bonuses in general. There's already 4036 Shooting weapons should not add bonuses in general. There's already
4004 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 4037 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4005 Schooting weapons should especially not add bonuses to the player 4038 Shooting weapons should especially not add bonuses to the player
4006 that have nothing to do with schooting. A Wisdom bonus on a bow 4039 that have nothing to do with schooting. A Wisdom bonus on a bow
4007 is crap for example! A name like "Longbow of great Wisdom" doesn't help 4040 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4008 - still crap. ]]> 4041 - still crap. ]]>
4009 </use> 4042 </use>
4010 <attribute arch="race" editor="ammunition class" type="string"> 4043 <attribute arch="race" editor="ammunition class" type="string">
4218 the connection is triggered. This should be used in combination with 4251 the connection is triggered. This should be used in combination with
4219 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4252 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4220 If activating your magic_mouth this way, the message will not only be 4253 If activating your magic_mouth this way, the message will not only be
4221 printed to one player, but all players on the current map. 4254 printed to one player, but all players on the current map.
4222 </attribute> 4255 </attribute>
4256 &activate_on;
4223 &move_on; 4257 &move_on;
4224 <attribute arch="food" editor="counter" type="int"> 4258 <attribute arch="food" editor="counter" type="int">
4225 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4259 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4226 (printing the message) only that many times. For signs this really shouldn't 4260 (printing the message) only that many times. For signs this really shouldn't
4227 be used, while for magic_mouths it is extremely helpful. 4261 be used, while for magic_mouths it is extremely helpful.
4512 <attribute arch="speed" editor="drowning speed" type="float"> 4546 <attribute arch="speed" editor="drowning speed" type="float">
4513 The higher the &lt;drowning speed&gt;, the faster will players and items 4547 The higher the &lt;drowning speed&gt;, the faster will players and items
4514 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty 4548 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4515 and unexpected death-trap. Players should get a warning before such areas. 4549 and unexpected death-trap. Players should get a warning before such areas.
4516 </attribute> 4550 </attribute>
4551 &speed_left;
4517 &move_on; 4552 &move_on;
4518 &movement_types_terrain; 4553 &movement_types_terrain;
4519 <attribute arch="no_magic" editor="no spells" type="bool"> 4554 <attribute arch="no_magic" editor="no spells" type="bool">
4520 If enabled, it is impossible for players to use (wizard-) 4555 If enabled, it is impossible for players to use (wizard-)
4521 spells on that spot. 4556 spells on that spot.
4598 <attribute arch="connected" editor="connection" type="int"> 4633 <attribute arch="connected" editor="connection" type="int">
4599 If a connection value is set, the teleporter will be activated 4634 If a connection value is set, the teleporter will be activated
4600 whenever the connection is triggered. To use this properly, 4635 whenever the connection is triggered. To use this properly,
4601 &lt;activation speed&gt; must be zero. 4636 &lt;activation speed&gt; must be zero.
4602 </attribute> 4637 </attribute>
4638 &activate_on;
4603 <attribute arch="speed" editor="activation speed" type="float"> 4639 <attribute arch="speed" editor="activation speed" type="float">
4604 If the &lt;activation speed&gt; is nonzero, the teleporter will 4640 If the &lt;activation speed&gt; is nonzero, the teleporter will
4605 automatically be activated in regular time-intervals. Hence, the 4641 automatically be activated in regular time-intervals. Hence, the
4606 player can just step on it and gets teleported sooner or later. 4642 player can just step on it and gets teleported sooner or later.
4607 The duration between two activates depends on the given value. 4643 The duration between two activates depends on the given value.
4608 Default in the teleporter arch is &lt;activation speed&gt; 0.1. 4644 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4609 4645
4610 VERY IMPORTANT: If you want to have your teleporter activated via 4646 VERY IMPORTANT: If you want to have your teleporter activated via
4611 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero! 4647 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4612 </attribute> 4648 </attribute>
4649 &speed_left;
4613</type> 4650</type>
4614 4651
4615<!--####################################################################--> 4652<!--####################################################################-->
4616<type number="26" name="Timed Gate"> 4653<type number="26" name="Timed Gate">
4617 <ignore> 4654 <ignore>
4636 Whenever the inventory checker is triggered, all objects with identical 4673 Whenever the inventory checker is triggered, all objects with identical
4637 &lt;connection&gt; value get activated. This only makes sense together with 4674 &lt;connection&gt; value get activated. This only makes sense together with
4638 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4675 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4639 after some time. 4676 after some time.
4640 </attribute> 4677 </attribute>
4678 &activate_on;
4641 <attribute arch="wc" editor="position state" type="int"> 4679 <attribute arch="wc" editor="position state" type="int">
4642 The &lt;position state&gt; defines the position of the gate: 4680 The &lt;position state&gt; defines the position of the gate:
4643 Zero means completely open/down, the "number of animation-steps" (usually 4681 Zero means completely open/down, the "number of animation-steps" (usually
4644 about 6 or 7) means completely closed/up state. I suggest you don't 4682 about 6 or 7) means completely closed/up state. I suggest you don't
4645 mess with this value - Leave the default in place. 4683 mess with this value - Leave the default in place.
4870<!--####################################################################--> 4908<!--####################################################################-->
4871<type number="0" name="Wall"> 4909<type number="0" name="Wall">
4872 <required> 4910 <required>
4873 <attribute arch="is_floor" value="0" /> 4911 <attribute arch="is_floor" value="0" />
4874 <attribute arch="alive" value="0" /> 4912 <attribute arch="alive" value="0" />
4875 <attribute arch="move_block" value="255" /> 4913 <attribute arch="no_pass" value="1" />
4876 </required> 4914 </required>
4877 <ignore> 4915 <ignore>
4878 <attribute arch="nrof" /> 4916 <attribute arch="nrof" />
4879 <attribute arch="title" /> 4917 <attribute arch="title" />
4880 <attribute arch="name_pl" /> 4918 <attribute arch="name_pl" />

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