--- deliantra/Deliantra/res/types.xml 2006/03/20 03:31:45 1.9 +++ deliantra/Deliantra/res/types.xml 2006/03/26 07:20:24 1.12 @@ -150,6 +150,14 @@ <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. + + "> ]> @@ -246,6 +254,7 @@ + @@ -395,6 +404,31 @@ + + + + + + + + + + + + + + + + + + + + + + + + + @@ -1570,6 +1610,7 @@ The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host. + &speed_left;
@@ -1800,7 +1841,7 @@ 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. ]]> @@ -2658,6 +2699,7 @@ 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 @@ -2771,6 +2813,7 @@ 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: @@ -2885,7 +2928,7 @@ <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. @@ -2893,7 +2936,7 @@ 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 @@ -2905,6 +2948,7 @@ 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> @@ -3147,7 +3191,12 @@ 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. @@ -3338,6 +3387,7 @@ 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, @@ -4483,6 +4533,7 @@ 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. + &speed_left; &move_on; &movement_types_terrain; @@ -4579,6 +4630,7 @@ 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;