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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.9 by root, Mon Mar 20 03:31:45 2006 UTC vs.
Revision 1.12 by root, Sun Mar 26 07:20:24 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 ">
153]> 161]>
154 162
155<types> 163<types>
156 164
157<!--###################### bitmask definitions ######################--> 165<!--###################### bitmask definitions ######################-->
244 <entry bit="0" name="Walk" /> 252 <entry bit="0" name="Walk" />
245 <entry bit="1" name="Fly Low" /> 253 <entry bit="1" name="Fly Low" />
246 <entry bit="2" name="Fly High" /> 254 <entry bit="2" name="Fly High" />
247 <entry bit="3" name="Swim" /> 255 <entry bit="3" name="Swim" />
248 <entry bit="4" name="Boat" /> 256 <entry bit="4" name="Boat" />
257 <entry bit="16" name="Other" />
249</bitmask> 258</bitmask>
250 259
251<!--###################### list definitions ######################--> 260<!--###################### list definitions ######################-->
252 261
253<list name="direction"> 262<list name="direction">
393 <entry value="11" name="close" /> 402 <entry value="11" name="close" />
394 <entry value="12" name="timer" /> 403 <entry value="12" name="timer" />
395 <entry value="28" name="move" /> 404 <entry value="28" name="move" />
396</list> 405</list>
397 406
407<list name="attack_movement_bits_0_3">
408 <entry value="0" name="default" />
409 <entry value="1" name="attack from distance" />
410 <entry value="2" name="run away" />
411 <entry value="3" name="hit and run" />
412 <entry value="4" name="wait, then hit, then move" />
413 <entry value="5" name="rush blindly" />
414 <entry value="6" name="always run" />
415 <entry value="7" name="attack from distance if hit" />
416 <entry value="8" name="do not approach" />
417</list>
418
419<list name="attack_movement_bits_4_7">
420 <entry value="0" name="none" />
421 <entry value="16" name="pet" />
422 <entry value="32" name="small circle" />
423 <entry value="48" name="large circle" />
424 <entry value="64" name="small horizontal" />
425 <entry value="80" name="large horizontal" />
426 <entry value="96" name="random direction" />
427 <entry value="112" name="random movement" />
428 <entry value="128" name="small vertical" />
429 <entry value="144" name="large vertical" />
430</list>
431
398<!--###################### default attributes ######################--> 432<!--###################### default attributes ######################-->
399 433
400<!-- 434<!--
401 The attributes of the default_type get added to all other types by default. 435 The attributes of the default_type get added to all other types by default.
402 Every type can have an 'ignore' element however, which is used to specify 436 Every type can have an 'ignore' element however, which is used to specify
1459 <attribute arch="speed" editor="detection speed" type="float"> 1493 <attribute arch="speed" editor="detection speed" type="float">
1460 This value defines the time between two detector-checks. 1494 This value defines the time between two detector-checks.
1461 If you want the detector to behave almost like pedestals/buttons, 1495 If you want the detector to behave almost like pedestals/buttons,
1462 set speed rather high, like &lt;detection speed&gt; 1.0. 1496 set speed rather high, like &lt;detection speed&gt; 1.0.
1463 </attribute> 1497 </attribute>
1498 &speed_left;
1499 <attribute arch="speed_left" editor="speed left" type="float">
1500 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1501 If it is larger than 0, the detector checks, and the speed is decremented
1502 by 1.
1503 </attribute>
1464</type> 1504</type>
1465 1505
1466<!--####################################################################--> 1506<!--####################################################################-->
1467<type number="112" name="Director"> 1507<type number="112" name="Director">
1468 <ignore> 1508 <ignore>
1568 </attribute> 1608 </attribute>
1569 <attribute arch="speed" editor="moving speed" type="float"> 1609 <attribute arch="speed" editor="moving speed" type="float">
1570 The &lt;speed&gt; of the disease determines how fast the disease will 1610 The &lt;speed&gt; of the disease determines how fast the disease will
1571 "move", thus how fast the symptoms strike the host. 1611 "move", thus how fast the symptoms strike the host.
1572 </attribute> 1612 </attribute>
1613 &speed_left;
1573</section> 1614</section>
1574<section name="symptoms"> 1615<section name="symptoms">
1575 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 1616 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1576 The disease will attack the host with the given &lt;attacktype&gt;. 1617 The disease will attack the host with the given &lt;attacktype&gt;.
1577 Godpower attacktype is commonly used for "unresistable" diseases. 1618 Godpower attacktype is commonly used for "unresistable" diseases.
1798 <description><![CDATA[ 1839 <description><![CDATA[
1799 Just like with food, the player can fill his stomache and gain a 1840 Just like with food, the player can fill his stomache and gain a
1800 little health by eating flesh-objects. <br> 1841 little health by eating flesh-objects. <br>
1801 For dragon players, flesh plays a very special role though: If the 1842 For dragon players, flesh plays a very special role though: If the
1802 flesh has resistances set, a dragon player has a chance to gain resistance in 1843 flesh has resistances set, a dragon player has a chance to gain resistance in
1803 those cathegories. The only constraint to this process is the &lt;flesh level&gt;. 1844 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1804 Don't forget that flesh items with resistances have to be balanced 1845 Don't forget that flesh items with resistances have to be balanced
1805 according to map/monster difficulty. ]]> 1846 according to map/monster difficulty. ]]>
1806 </description> 1847 </description>
1807 <use><![CDATA[ 1848 <use><![CDATA[
1808 For dragon players, flesh items can be highly valuable. Note that many 1849 For dragon players, flesh items can be highly valuable. Note that many
2656 The &lt;casting speed&gt; defines the spellcasting speed of the wall. 2697 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2657 You can fine-tune how long the duration between two casts shall 2698 You can fine-tune how long the duration between two casts shall
2658 be. If you want to create a wall that can be activated (cast per 2699 be. If you want to create a wall that can be activated (cast per
2659 trigger) via connected lever/button/etc, you must set "speed 0". 2700 trigger) via connected lever/button/etc, you must set "speed 0".
2660 </attribute> 2701 </attribute>
2702 &speed_left;
2661 <attribute arch="sp" editor="direction" type="list_direction"> 2703 <attribute arch="sp" editor="direction" type="list_direction">
2662 The magic wall will cast it's spells always in the specified 2704 The magic wall will cast it's spells always in the specified
2663 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will 2705 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2664 always fire in a random direction. 2706 always fire in a random direction.
2665 </attribute> 2707 </attribute>
2769 The &lt;marking speed&gt; defines how quickly it will mark something 2811 The &lt;marking speed&gt; defines how quickly it will mark something
2770 standing on the marker. Set this value rather high to make 2812 standing on the marker. Set this value rather high to make
2771 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0 2813 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2772 should do fine. 2814 should do fine.
2773 </attribute> 2815 </attribute>
2816 &speed_left;
2774 <attribute arch="food" editor="mark duration" type="int"> 2817 <attribute arch="food" editor="mark duration" type="int">
2775 This value defines the duration of the force it inserts. 2818 This value defines the duration of the force it inserts.
2776 If nonzero, the duration of the player's mark is finite: 2819 If nonzero, the duration of the player's mark is finite:
2777 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset 2820 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2778 means the mark will stay on the player forever. 2821 means the mark will stay on the player forever.
2883 <attribute arch="level" editor="level" type="int"> 2926 <attribute arch="level" editor="level" type="int">
2884 A monster's &lt;level&gt; is the most important attribute. 2927 A monster's &lt;level&gt; is the most important attribute.
2885 &lt;level&gt; affects the power of a monster in various ways. 2928 &lt;level&gt; affects the power of a monster in various ways.
2886 </attribute> 2929 </attribute>
2887 <attribute arch="race" editor="race" type="string"> 2930 <attribute arch="race" editor="race" type="string">
2888 Every monster should have a race set to cathegorize it. 2931 Every monster should have a race set to categorize it.
2889 The monster's &lt;race&gt; can have different effects: 2932 The monster's &lt;race&gt; can have different effects:
2890 Slaying weapons inflict tripple damage against enemy races 2933 Slaying weapons inflict tripple damage against enemy races
2891 and holy word kills only enemy races of the god. 2934 and holy word kills only enemy races of the god.
2892 </attribute> 2935 </attribute>
2893 <attribute arch="exp" editor="experience" type="int"> 2936 <attribute arch="exp" editor="experience" type="int">
2894 When a player kills this monster, he will get exactly this 2937 When a player kills this monster, he will get exactly this
2895 amount of &lt;experience&gt;. The experience will flow into 2938 amount of &lt;experience&gt;. The experience will flow into
2896 the skill-cathegory the player used for the kill. 2939 the skill-category the player used for the kill.
2897 2940
2898 If you create special monsters of tweaked strenght/abilities, 2941 If you create special monsters of tweaked strenght/abilities,
2899 always make sure that the &lt;experience&gt; is set to a 2942 always make sure that the &lt;experience&gt; is set to a
2900 reasonable value. Compare with existing arches to get a feeling 2943 reasonable value. Compare with existing arches to get a feeling
2901 what reasonable means. Keep in mind that spellcasting monsters 2944 what reasonable means. Keep in mind that spellcasting monsters
2903 </attribute> 2946 </attribute>
2904 <attribute arch="speed" editor="speed" type="float"> 2947 <attribute arch="speed" editor="speed" type="float">
2905 The &lt;speed&gt; determines how fast a monster will both move 2948 The &lt;speed&gt; determines how fast a monster will both move
2906 and fight. High &lt;speed&gt; makes a monster considerably stronger. 2949 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2907 </attribute> 2950 </attribute>
2951 &speed_left;
2908 <attribute arch="other_arch" editor="breed monster" type="string"> 2952 <attribute arch="other_arch" editor="breed monster" type="string">
2909 This only takes effect if &lt;multiply&gt; is enabled. The monster will 2953 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2910 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt; 2954 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2911 can be set to any valid arch-name of a monster. Multipart monster 2955 can be set to any valid arch-name of a monster. Multipart monster
2912 should not be used. 2956 should not be used.
3145 the creature wakes up. This is done as a square, for reasons of speed. 3189 the creature wakes up. This is done as a square, for reasons of speed.
3146 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the 3190 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3147 11x11 square of the monster will wake the monster up. If the player 3191 11x11 square of the monster will wake the monster up. If the player
3148 has stealth, the size of this square is reduced in half plus 1. 3192 has stealth, the size of this square is reduced in half plus 1.
3149 </attribute> 3193 </attribute>
3150 <attribute arch="attack_movement" editor="attack movement" type="int"> 3194 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3195 If this is set to default, the standard mode of movement will be used.
3196 </attribute>
3197 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3198 This movement is not in effect when the monster has an enemy and should
3199 only be used for non agressive monsters.
3151 </attribute> 3200 </attribute>
3152 <attribute arch="run_away" editor="run at % health" type="int"> 3201 <attribute arch="run_away" editor="run at % health" type="int">
3153 This is a percentage value in the range 0-100. 3202 This is a percentage value in the range 0-100.
3154 When the monster's health points drop below this percentage 3203 When the monster's health points drop below this percentage
3155 (relative to max health), it attempts to run away from the 3204 (relative to max health), it attempts to run away from the
3336 </attribute> 3385 </attribute>
3337 <attribute arch="speed" editor="movement speed" type="float"> 3386 <attribute arch="speed" editor="movement speed" type="float">
3338 The movement speed value determines how fast a chain of 3387 The movement speed value determines how fast a chain of
3339 these movers will push a player along (default is -0.2). 3388 these movers will push a player along (default is -0.2).
3340 </attribute> 3389 </attribute>
3390 &speed_left;
3341 <attribute arch="sp" editor="direction" type="list_direction"> 3391 <attribute arch="sp" editor="direction" type="list_direction">
3342 The mover will push creatures in the specified &lt;direction&gt;. 3392 The mover will push creatures in the specified &lt;direction&gt;.
3343 A mover with direction set to &lt;none&gt; will spin clockwise, 3393 A mover with direction set to &lt;none&gt; will spin clockwise,
3344 thus pushing creatures in unpredictable directions. 3394 thus pushing creatures in unpredictable directions.
3345 </attribute> 3395 </attribute>
4481 <attribute arch="speed" editor="drowning speed" type="float"> 4531 <attribute arch="speed" editor="drowning speed" type="float">
4482 The higher the &lt;drowning speed&gt;, the faster will players and items 4532 The higher the &lt;drowning speed&gt;, the faster will players and items
4483 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty 4533 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4484 and unexpected death-trap. Players should get a warning before such areas. 4534 and unexpected death-trap. Players should get a warning before such areas.
4485 </attribute> 4535 </attribute>
4536 &speed_left;
4486 &move_on; 4537 &move_on;
4487 &movement_types_terrain; 4538 &movement_types_terrain;
4488 <attribute arch="no_magic" editor="no spells" type="bool"> 4539 <attribute arch="no_magic" editor="no spells" type="bool">
4489 If enabled, it is impossible for players to use (wizard-) 4540 If enabled, it is impossible for players to use (wizard-)
4490 spells on that spot. 4541 spells on that spot.
4577 Default in the teleporter arch is &lt;activation speed&gt; 0.1. 4628 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4578 4629
4579 VERY IMPORTANT: If you want to have your teleporter activated via 4630 VERY IMPORTANT: If you want to have your teleporter activated via
4580 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero! 4631 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4581 </attribute> 4632 </attribute>
4633 &speed_left;
4582</type> 4634</type>
4583 4635
4584<!--####################################################################--> 4636<!--####################################################################-->
4585<type number="26" name="Timed Gate"> 4637<type number="26" name="Timed Gate">
4586 <ignore> 4638 <ignore>

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