--- deliantra/Deliantra/res/types.xml 2006/03/16 01:42:22 1.6 +++ deliantra/Deliantra/res/types.xml 2006/03/23 20:15:08 1.11 @@ -110,6 +110,46 @@ 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) + + "> ]> @@ -152,6 +192,12 @@ + + + + + + @@ -194,6 +240,15 @@ + + + + + + + + + @@ -341,6 +396,31 @@ + + + + + + + + + + + + + + + + + + + + + + + + + - - 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. @@ -555,7 +633,7 @@ 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 @@ -656,8 +734,7 @@ 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. @@ -924,10 +1001,7 @@ 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 @@ -1012,6 +1086,10 @@ This is the text that appears "written" in the book. + + This is the key string of the book. The key string is checked by an inventory checker. + (This is used eg. for the gate/port passes in scorn) + @@ -1100,8 +1178,8 @@ 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 @@ -1440,8 +1518,7 @@ A director with direction <none> simply stops projectiles. (The latter works out a bit strange for some spells). - - + &move_on; @@ -1618,9 +1695,7 @@ - - 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. @@ -1724,15 +1799,7 @@ 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 @@ -1920,19 +1987,8 @@ - - 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. @@ -1975,19 +2031,8 @@ - - 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. @@ -2060,10 +2105,7 @@ 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. @@ -2181,7 +2223,7 @@ - + &move_on; This attribute specifys the attacktypes that this floor uses to @@ -2206,15 +2248,7 @@ 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. @@ -2390,7 +2424,7 @@ 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. ]]> @@ -2432,11 +2466,7 @@ <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 @@ -2532,7 +2562,7 @@ 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 @@ -2659,9 +2689,7 @@ <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) @@ -2923,10 +2951,7 @@ 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. @@ -3148,7 +3173,12 @@ 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. @@ -3368,13 +3398,8 @@ 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.
@@ -3412,8 +3437,7 @@ When the pedestal is triggered, all objects with the same connection value get activated.
- - + &move_on; @@ -3459,18 +3483,7 @@ 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; @@ -3828,7 +3841,7 @@ 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. @@ -4180,14 +4193,7 @@ 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; @@ -4214,17 +4220,7 @@ 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. - + &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 @@ -4495,8 +4491,7 @@ Example: <direction number> -2 means spin 90 degrees clockwise. - - + &move_on; @@ -4512,7 +4507,6 @@ Players with knowledge of the woodsman skill are a lot less likely to die in the swamp. ]]> - @@ -4520,15 +4514,8 @@ 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 - + &move_on; + &movement_types_terrain; If enabled, it is impossible for players to use (wizard-) spells on that spot. @@ -4657,10 +4644,7 @@ 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. @@ -4701,7 +4685,7 @@ 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 @@ -4754,7 +4738,7 @@ 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 @@ -4888,7 +4872,7 @@ - + @@ -4900,9 +4884,7 @@ - - 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.