--- deliantra/Deliantra/res/types.xml 2006/08/08 20:29:31 1.15
+++ deliantra/Deliantra/res/types.xml 2007/03/03 21:34:58 1.22
@@ -112,30 +112,30 @@
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'.
@@ -158,6 +158,14 @@
every tick.
">
+
+ Whether the teleporter should only be activated on push.
+
+
+ Whether the teleporter should only be activated on release.
+
+ ">
]>
@@ -402,6 +410,7 @@
+
@@ -1069,6 +1078,30 @@
+
+
+
+
+
+
+
+
+
+
+
@@ -1421,7 +1454,8 @@
+ VERY useful for all kinds of map-mechanisms. They can even
+ periodically create things. ]]>
- Only objects of matching archtype, lying ontop of the dublicator will be
- dublicated, multiplied or removed. All other objects will be ignored.
+ Only objects of matching archtype, lying ontop of the duplicator will be
+ duplicated, multiplied or removed. All other objects will be ignored.
The number of items in the target pile will be multiplied by the
@@ -1764,6 +1804,7 @@
is able to trigger this duplicator. Be very careful that players cannot
abuse it to create endless amounts of money or other valuable stuff!
+ &activate_on;
@@ -2338,7 +2379,7 @@
high or higher than this value. In that way, some altars can not
be re-consecrated, while other altars, like those in dungeons, could be.
- Altars located in temples should have at least <reconsecrate level> 100.
+ Altars located in temples should have at least <reconsecrate level> 120.
Some characters might need those altars, they would be very unhappy to
see them re-consecrated to another cult.
@@ -2695,6 +2736,7 @@
it's spell. You should set <casting speed> to zero, or this won't
have much visible effect.
+ &activate_on;
The <casting speed> defines the spellcasting speed of the wall.
You can fine-tune how long the duration between two casts shall
@@ -3486,6 +3528,7 @@
When a <connection> value is set, the pit can be opened/closed
by activating the connection.
+ &activate_on;
The pit will transport creatures (and items) randomly into a two-square
radius of the destination coordinates.
@@ -4011,7 +4054,7 @@
@@ -4241,6 +4284,7 @@
If activating your magic_mouth this way, the message will not only be
printed to one player, but all players on the current map.
+ &activate_on;
&move_on;
If a counter-value is set (greater zero), the sign/magic_mouth can be applied
@@ -4622,6 +4666,7 @@
whenever the connection is triggered. To use this properly,
<activation speed> must be zero.
+ &activate_on;
If the <activation speed> is nonzero, the teleporter will
automatically be activated in regular time-intervals. Hence, the
@@ -4661,6 +4706,7 @@
<blocking passage> disabled. If unset, the gate opens automatically
after some time.
+ &activate_on;
The <position state> defines the position of the gate:
Zero means completely open/down, the "number of animation-steps" (usually