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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.15 by elmex, Tue Aug 8 20:29:31 2006 UTC vs.
Revision 1.22 by elmex, Sat Mar 3 21:34:58 2007 UTC

110 length CDATA #IMPLIED 110 length CDATA #IMPLIED
111 true CDATA #IMPLIED 111 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 112 false CDATA #IMPLIED>
113 113
114 <!ENTITY move_on " 114 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'> 115 <attribute arch='move_on' editor='movement type' type='movement_type'>
116 Which movement types automatically (as opposed to manually) activate this object. 116 Which movement types automatically (as opposed to manually) activate this object.
117 </attribute> 117 </attribute>
118 "> 118 ">
119 <!ENTITY move_off " 119 <!ENTITY move_off "
120 <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'> 120 <attribute arch='move_off' editor='movement type' type='movement_type'>
121 Which movement types deactivate this object (e.g. button). 121 Which movement types deactivate this object (e.g. button).
122 </attribute> 122 </attribute>
123 "> 123 ">
124 <!ENTITY move_type " 124 <!ENTITY move_type "
125 <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'> 125 <attribute arch='move_type' editor='movement type' type='movement_type'>
126 Determines which kinds of movement this object can use (e.g. for monsters) 126 Determines which kinds of movement this object can use (e.g. for monsters)
127 or grants (e.g. for amulets). 127 or grants (e.g. for amulets).
128 </attribute> 128 </attribute>
129 "> 129 ">
130 <!ENTITY movement_types_terrain " 130 <!ENTITY movement_types_terrain "
131 <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'> 131 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
132 Objects using these movement types cannot move over this space. 132 Objects using these movement types cannot move over this space.
133 </attribute> 133 </attribute>
134 <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> 134 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes 135 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'. 136 precedence over 'blocked movements'.
137 </attribute> 137 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> 138 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
139 The types of movement that should by slowed down by the 'slow movement penalty'. 139 The types of movement that should by slowed down by the 'slow movement penalty'.
140 </attribute> 140 </attribute>
141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> 141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142 If &lt;slow movement&gt; is set to a value greater zero, all 142 If &lt;slow movement&gt; is set to a value greater zero, all
143 creatures matching 'slow move' will be slower than normal on this spot. 143 creatures matching 'slow move' will be slower than normal on this spot.
154 <attribute arch='speed_left' editor='speed left' type='float'> 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 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 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 157 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158 every tick. 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.
159 </attribute> 167 </attribute>
160 "> 168 ">
161]> 169]>
162 170
163<types> 171<types>
400 <entry value="9" name="throw" /> 408 <entry value="9" name="throw" />
401 <entry value="10" name="trigger" /> 409 <entry value="10" name="trigger" />
402 <entry value="11" name="close" /> 410 <entry value="11" name="close" />
403 <entry value="12" name="timer" /> 411 <entry value="12" name="timer" />
404 <entry value="28" name="move" /> 412 <entry value="28" name="move" />
413 <entry value="41" name="drop_on" />
405</list> 414</list>
406 415
407<list name="attack_movement_bits_0_3"> 416<list name="attack_movement_bits_0_3">
408 <entry value="0" name="default" /> 417 <entry value="0" name="default" />
409 <entry value="1" name="attack from distance" /> 418 <entry value="1" name="attack from distance" />
1067 get teleported after they died on this battleground. 1076 get teleported after they died on this battleground.
1068 </attribute> 1077 </attribute>
1069</type> 1078</type>
1070 1079
1071<!--####################################################################--> 1080<!--####################################################################-->
1081<type number="165" name="Safe ground (CF+)">
1082 <ignore>
1083 <ignore_list name="non_pickable" />
1084 </ignore>
1085 <description><![CDATA[
1086 Safe ground is a special object that prevents any effects that might
1087 be harmful for the map, other players or items on the map.
1088 It blocks all magic and prayers, usage of alchemy, prevents potions
1089 from being used and blocks bombs from exploding. Note that altars that
1090 do cast spells still work.
1091 (This is a Crossfire+ feature, and might not work elsewhere)
1092 ]]>
1093 </description>
1094 <use><![CDATA[
1095 Safe ground can be used to prevents any means of burning
1096 or destroying the items in a shop. Put this object below all floor tiles
1097 in your map and your shop will be safe. It's generally useful for making
1098 areas where really no kind of spell should be invoked by a player.
1099 ]]>
1100 </use>
1101 <attribute arch="no_pick" value="1" type="fixed" />
1102</type>
1103
1104<!--####################################################################-->
1072<type number="8" name="Book"> 1105<type number="8" name="Book">
1073 <description><![CDATA[ 1106 <description><![CDATA[
1074 Applying a book, the containing message is displayed to the player. ]]> 1107 Applying a book, the containing message is displayed to the player. ]]>
1075 </description> 1108 </description>
1076 <attribute arch="level" editor="literacy level" type="int"> 1109 <attribute arch="level" editor="literacy level" type="int">
1419 <ignore_list name="system_object" /> 1452 <ignore_list name="system_object" />
1420 </ignore> 1453 </ignore>
1421 <description><![CDATA[ 1454 <description><![CDATA[
1422 A creator is an object which creates another object when it 1455 A creator is an object which creates another object when it
1423 is triggered. The child object can be anything. Creators are 1456 is triggered. The child object can be anything. Creators are
1424 VERY useful for all kinds of map-mechanisms. ]]> 1457 VERY useful for all kinds of map-mechanisms. They can even
1458 periodically create things. ]]>
1425 </description> 1459 </description>
1426 <use><![CDATA[ 1460 <use><![CDATA[
1427 Don't hesitate to hide your creators under the floor. 1461 Don't hesitate to hide your creators under the floor.
1428 The created items will still always appear ontop of the floor. ]]> 1462 The created items will still always appear ontop of the floor. ]]>
1429 </use> 1463 </use>
1437 </attribute> 1471 </attribute>
1438 <attribute arch="connected" editor="connection" type="int"> 1472 <attribute arch="connected" editor="connection" type="int">
1439 Whenever the connection value is activated, 1473 Whenever the connection value is activated,
1440 the creator gets triggered. 1474 the creator gets triggered.
1441 </attribute> 1475 </attribute>
1476 &activate_on;
1442 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1477 <attribute arch="lifesave" editor="infinit uses" type="bool">
1443 If &lt;infinit uses&gt; is set, the creator will work 1478 If &lt;infinit uses&gt; is set, the creator will work
1444 infinitely, regardless of the value in &lt;number of uses&gt;. 1479 infinitely, regardless of the value in &lt;number of uses&gt;.
1480 </attribute>
1481 <attribute arch="speed" editor="speed" type="float">
1482 When this field is set the creator will periodically create stuff
1483 (and will still do so when the connection is triggered).
1484 A value of 1 means roughly 8 times a second.
1445 </attribute> 1485 </attribute>
1446 <attribute arch="hp" editor="number of uses" type="int"> 1486 <attribute arch="hp" editor="number of uses" type="int">
1447 The creator can be triggered &lt;number of uses&gt; times, thus 1487 The creator can be triggered &lt;number of uses&gt; times, thus
1448 creating that many objects, before it dissappears. 1488 creating that many objects, before it dissappears.
1449 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1489 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1749 loose the input matches the chance to earn winnings.<br> 1789 loose the input matches the chance to earn winnings.<br>
1750 A duplicator with &lt;multiply factor&gt; 3 for example should have a 1790 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1751 loosing rate of 2/3 = 67%. ]]> 1791 loosing rate of 2/3 = 67%. ]]>
1752 </use> 1792 </use>
1753 <attribute arch="other_arch" editor="target arch" type="string"> 1793 <attribute arch="other_arch" editor="target arch" type="string">
1754 Only objects of matching archtype, lying ontop of the dublicator will be 1794 Only objects of matching archtype, lying ontop of the duplicator will be
1755 dublicated, multiplied or removed. All other objects will be ignored. 1795 duplicated, multiplied or removed. All other objects will be ignored.
1756 </attribute> 1796 </attribute>
1757 <attribute arch="level" editor="multiply factor" type="int"> 1797 <attribute arch="level" editor="multiply factor" type="int">
1758 The number of items in the target pile will be multiplied by the 1798 The number of items in the target pile will be multiplied by the
1759 &lt;multiply factor&gt;. If it is set to zero, all target objects 1799 &lt;multiply factor&gt;. If it is set to zero, all target objects
1760 will be destroyed. 1800 will be destroyed.
1762 <attribute arch="connected" editor="connection" type="int"> 1802 <attribute arch="connected" editor="connection" type="int">
1763 An activator (lever, altar, button, etc) with matching connection value 1803 An activator (lever, altar, button, etc) with matching connection value
1764 is able to trigger this duplicator. Be very careful that players cannot 1804 is able to trigger this duplicator. Be very careful that players cannot
1765 abuse it to create endless amounts of money or other valuable stuff! 1805 abuse it to create endless amounts of money or other valuable stuff!
1766 </attribute> 1806 </attribute>
1807 &activate_on;
1767</type> 1808</type>
1768 1809
1769<!--####################################################################--> 1810<!--####################################################################-->
1770<type number="66" name="Exit"> 1811<type number="66" name="Exit">
1771 <ignore> 1812 <ignore>
2336 <attribute arch="level" editor="reconsecrate level" type="int"> 2377 <attribute arch="level" editor="reconsecrate level" type="int">
2337 To re-consecrate an altar, the player's wisdom level must be as 2378 To re-consecrate an altar, the player's wisdom level must be as
2338 high or higher than this value. In that way, some altars can not 2379 high or higher than this value. In that way, some altars can not
2339 be re-consecrated, while other altars, like those in dungeons, could be. 2380 be re-consecrated, while other altars, like those in dungeons, could be.
2340 2381
2341 Altars located in temples should have at least &lt;reconsecrate level&gt; 100. 2382 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2342 Some characters might need those altars, they would be very unhappy to 2383 Some characters might need those altars, they would be very unhappy to
2343 see them re-consecrated to another cult. 2384 see them re-consecrated to another cult.
2344 </attribute> 2385 </attribute>
2345</type> 2386</type>
2346 2387
2693 <attribute arch="connected" editor="connection" type="int"> 2734 <attribute arch="connected" editor="connection" type="int">
2694 Every time the &lt;connection&gt; value is triggered, the wall will cast 2735 Every time the &lt;connection&gt; value is triggered, the wall will cast
2695 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2736 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2696 have much visible effect. 2737 have much visible effect.
2697 </attribute> 2738 </attribute>
2739 &activate_on;
2698 <attribute arch="speed" editor="casting speed" type="float"> 2740 <attribute arch="speed" editor="casting speed" type="float">
2699 The &lt;casting speed&gt; defines the spellcasting speed of the wall. 2741 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2700 You can fine-tune how long the duration between two casts shall 2742 You can fine-tune how long the duration between two casts shall
2701 be. If you want to create a wall that can be activated (cast per 2743 be. If you want to create a wall that can be activated (cast per
2702 trigger) via connected lever/button/etc, you must set "speed 0". 2744 trigger) via connected lever/button/etc, you must set "speed 0".
3484 <attribute arch="no_pick" value="1" type="fixed" /> 3526 <attribute arch="no_pick" value="1" type="fixed" />
3485 <attribute arch="connected" editor="connection" type="int"> 3527 <attribute arch="connected" editor="connection" type="int">
3486 When a &lt;connection&gt; value is set, the pit can be opened/closed 3528 When a &lt;connection&gt; value is set, the pit can be opened/closed
3487 by activating the connection. 3529 by activating the connection.
3488 </attribute> 3530 </attribute>
3531 &activate_on;
3489 <attribute arch="hp" editor="destination X" type="int"> 3532 <attribute arch="hp" editor="destination X" type="int">
3490 The pit will transport creatures (and items) randomly into a two-square 3533 The pit will transport creatures (and items) randomly into a two-square
3491 radius of the destination coordinates. 3534 radius of the destination coordinates.
3492 If the destination square becomes blocked, the pit will act like 3535 If the destination square becomes blocked, the pit will act like
3493 being filled up and not work anymore! 3536 being filled up and not work anymore!
4009</type> 4052</type>
4010 4053
4011<!--####################################################################--> 4054<!--####################################################################-->
4012<type number="14" name="Shooting Weapon"> 4055<type number="14" name="Shooting Weapon">
4013 <description><![CDATA[ 4056 <description><![CDATA[
4014 Schooting weapons like bows/crossbows are used to shoot projectiles 4057 Shooting weapons like bows/crossbows are used to shoot projectiles
4015 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 4058 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4016 wielded both at the same time. Like with any other equipment, 4059 wielded both at the same time. Like with any other equipment,
4017 stats/bonuses from shooting weapons are directly inherited to the player. 4060 stats/bonuses from shooting weapons are directly inherited to the player.
4018 <br><br> 4061 <br><br>
4019 It's very easy to add new pairs of weapons &amp; projectiles. 4062 It's very easy to add new pairs of weapons &amp; projectiles.
4021 weapon and projectile. ]]> 4064 weapon and projectile. ]]>
4022 </description> 4065 </description>
4023 <use><![CDATA[ 4066 <use><![CDATA[
4024 Shooting weapons should not add bonuses in general. There's already 4067 Shooting weapons should not add bonuses in general. There's already
4025 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 4068 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4026 Schooting weapons should especially not add bonuses to the player 4069 Shooting weapons should especially not add bonuses to the player
4027 that have nothing to do with schooting. A Wisdom bonus on a bow 4070 that have nothing to do with schooting. A Wisdom bonus on a bow
4028 is crap for example! A name like "Longbow of great Wisdom" doesn't help 4071 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4029 - still crap. ]]> 4072 - still crap. ]]>
4030 </use> 4073 </use>
4031 <attribute arch="race" editor="ammunition class" type="string"> 4074 <attribute arch="race" editor="ammunition class" type="string">
4239 the connection is triggered. This should be used in combination with 4282 the connection is triggered. This should be used in combination with
4240 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4283 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4241 If activating your magic_mouth this way, the message will not only be 4284 If activating your magic_mouth this way, the message will not only be
4242 printed to one player, but all players on the current map. 4285 printed to one player, but all players on the current map.
4243 </attribute> 4286 </attribute>
4287 &activate_on;
4244 &move_on; 4288 &move_on;
4245 <attribute arch="food" editor="counter" type="int"> 4289 <attribute arch="food" editor="counter" type="int">
4246 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4290 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4247 (printing the message) only that many times. For signs this really shouldn't 4291 (printing the message) only that many times. For signs this really shouldn't
4248 be used, while for magic_mouths it is extremely helpful. 4292 be used, while for magic_mouths it is extremely helpful.
4620 <attribute arch="connected" editor="connection" type="int"> 4664 <attribute arch="connected" editor="connection" type="int">
4621 If a connection value is set, the teleporter will be activated 4665 If a connection value is set, the teleporter will be activated
4622 whenever the connection is triggered. To use this properly, 4666 whenever the connection is triggered. To use this properly,
4623 &lt;activation speed&gt; must be zero. 4667 &lt;activation speed&gt; must be zero.
4624 </attribute> 4668 </attribute>
4669 &activate_on;
4625 <attribute arch="speed" editor="activation speed" type="float"> 4670 <attribute arch="speed" editor="activation speed" type="float">
4626 If the &lt;activation speed&gt; is nonzero, the teleporter will 4671 If the &lt;activation speed&gt; is nonzero, the teleporter will
4627 automatically be activated in regular time-intervals. Hence, the 4672 automatically be activated in regular time-intervals. Hence, the
4628 player can just step on it and gets teleported sooner or later. 4673 player can just step on it and gets teleported sooner or later.
4629 The duration between two activates depends on the given value. 4674 The duration between two activates depends on the given value.
4659 Whenever the inventory checker is triggered, all objects with identical 4704 Whenever the inventory checker is triggered, all objects with identical
4660 &lt;connection&gt; value get activated. This only makes sense together with 4705 &lt;connection&gt; value get activated. This only makes sense together with
4661 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4706 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4662 after some time. 4707 after some time.
4663 </attribute> 4708 </attribute>
4709 &activate_on;
4664 <attribute arch="wc" editor="position state" type="int"> 4710 <attribute arch="wc" editor="position state" type="int">
4665 The &lt;position state&gt; defines the position of the gate: 4711 The &lt;position state&gt; defines the position of the gate:
4666 Zero means completely open/down, the "number of animation-steps" (usually 4712 Zero means completely open/down, the "number of animation-steps" (usually
4667 about 6 or 7) means completely closed/up state. I suggest you don't 4713 about 6 or 7) means completely closed/up state. I suggest you don't
4668 mess with this value - Leave the default in place. 4714 mess with this value - Leave the default in place.

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