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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.12 by root, Sun Mar 26 07:20:24 2006 UTC vs.
Revision 1.24 by root, Wed May 9 11:44:41 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" />
461 zero weight are not pickable for players. Still, set the "non-pickable"-flag 470 zero weight are not pickable for players. Still, set the "non-pickable"-flag
462 for explicitly non-pickable objects (hey, this is opensource.. you 471 for explicitly non-pickable objects (hey, this is opensource.. you
463 never know ;) ). 472 never know ;) ).
464 </attribute> 473 </attribute>
465 <attribute arch="value" editor="value" type="int"> 474 <attribute arch="value" editor="value" type="int">
466 Adds a certain value to the object: It will be worth that many times the 475 Determines the value of the object, in units of silver coins (one
467 default value from it's archetype (E.g. "value = 3" means three times 476 platinum coin == 50 silver coins). Value for buying/selling will be
468 worth the default value). Value for buying/selling will be
469 further modified by various factors. Hence, testing values in-game is 477 further modified by various factors. Hence, testing values in-game is
470 usually inevitable. 478 usually inevitable.
471 </attribute> 479 </attribute>
472 <attribute arch="glow_radius" editor="glow radius" type="int"> 480 <attribute arch="glow_radius" editor="glow radius" type="int">
473 If &lt;glow radius&gt; is set to a value greater zero, the object 481 If &lt;glow radius&gt; is set to a value greater zero, the object
1068 get teleported after they died on this battleground. 1076 get teleported after they died on this battleground.
1069 </attribute> 1077 </attribute>
1070</type> 1078</type>
1071 1079
1072<!--####################################################################--> 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<!--####################################################################-->
1073<type number="8" name="Book"> 1105<type number="8" name="Book">
1074 <description><![CDATA[ 1106 <description><![CDATA[
1075 Applying a book, the containing message is displayed to the player. ]]> 1107 Applying a book, the containing message is displayed to the player. ]]>
1076 </description> 1108 </description>
1077 <attribute arch="level" editor="literacy level" type="int"> 1109 <attribute arch="level" editor="literacy level" type="int">
1420 <ignore_list name="system_object" /> 1452 <ignore_list name="system_object" />
1421 </ignore> 1453 </ignore>
1422 <description><![CDATA[ 1454 <description><![CDATA[
1423 A creator is an object which creates another object when it 1455 A creator is an object which creates another object when it
1424 is triggered. The child object can be anything. Creators are 1456 is triggered. The child object can be anything. Creators are
1425 VERY useful for all kinds of map-mechanisms. ]]> 1457 VERY useful for all kinds of map-mechanisms. They can even
1458 periodically create things. ]]>
1426 </description> 1459 </description>
1427 <use><![CDATA[ 1460 <use><![CDATA[
1428 Don't hesitate to hide your creators under the floor. 1461 Don't hesitate to hide your creators under the floor.
1429 The created items will still always appear ontop of the floor. ]]> 1462 The created items will still always appear ontop of the floor. ]]>
1430 </use> 1463 </use>
1438 </attribute> 1471 </attribute>
1439 <attribute arch="connected" editor="connection" type="int"> 1472 <attribute arch="connected" editor="connection" type="int">
1440 Whenever the connection value is activated, 1473 Whenever the connection value is activated,
1441 the creator gets triggered. 1474 the creator gets triggered.
1442 </attribute> 1475 </attribute>
1476 &activate_on;
1443 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1477 <attribute arch="lifesave" editor="infinit uses" type="bool">
1444 If &lt;infinit uses&gt; is set, the creator will work 1478 If &lt;infinit uses&gt; is set, the creator will work
1445 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.
1446 </attribute> 1485 </attribute>
1447 <attribute arch="hp" editor="number of uses" type="int"> 1486 <attribute arch="hp" editor="number of uses" type="int">
1448 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
1449 creating that many objects, before it dissappears. 1488 creating that many objects, before it dissappears.
1450 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).
1724 defeated. 1763 defeated.
1725 </attribute> 1764 </attribute>
1726 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 1765 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1727 This entry determines what kind of traps will appear in the door. 1766 This entry determines what kind of traps will appear in the door.
1728 </attribute> 1767 </attribute>
1768 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1769 Set this flag to move treasure items created into the environment (map)
1770 instead of putting them into the object.
1771 </attribute>
1729</type> 1772</type>
1730 1773
1731<!--####################################################################--> 1774<!--####################################################################-->
1732<type number="83" name="Duplicator"> 1775<type number="83" name="Duplicator">
1733 <ignore> 1776 <ignore>
1750 loose the input matches the chance to earn winnings.<br> 1793 loose the input matches the chance to earn winnings.<br>
1751 A duplicator with &lt;multiply factor&gt; 3 for example should have a 1794 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1752 loosing rate of 2/3 = 67%. ]]> 1795 loosing rate of 2/3 = 67%. ]]>
1753 </use> 1796 </use>
1754 <attribute arch="other_arch" editor="target arch" type="string"> 1797 <attribute arch="other_arch" editor="target arch" type="string">
1755 Only objects of matching archtype, lying ontop of the dublicator will be 1798 Only objects of matching archtype, lying ontop of the duplicator will be
1756 dublicated, multiplied or removed. All other objects will be ignored. 1799 duplicated, multiplied or removed. All other objects will be ignored.
1757 </attribute> 1800 </attribute>
1758 <attribute arch="level" editor="multiply factor" type="int"> 1801 <attribute arch="level" editor="multiply factor" type="int">
1759 The number of items in the target pile will be multiplied by the 1802 The number of items in the target pile will be multiplied by the
1760 &lt;multiply factor&gt;. If it is set to zero, all target objects 1803 &lt;multiply factor&gt;. If it is set to zero, all target objects
1761 will be destroyed. 1804 will be destroyed.
1763 <attribute arch="connected" editor="connection" type="int"> 1806 <attribute arch="connected" editor="connection" type="int">
1764 An activator (lever, altar, button, etc) with matching connection value 1807 An activator (lever, altar, button, etc) with matching connection value
1765 is able to trigger this duplicator. Be very careful that players cannot 1808 is able to trigger this duplicator. Be very careful that players cannot
1766 abuse it to create endless amounts of money or other valuable stuff! 1809 abuse it to create endless amounts of money or other valuable stuff!
1767 </attribute> 1810 </attribute>
1811 &activate_on;
1768</type> 1812</type>
1769 1813
1770<!--####################################################################--> 1814<!--####################################################################-->
1771<type number="66" name="Exit"> 1815<type number="66" name="Exit">
1772 <ignore> 1816 <ignore>
2107 Use gates to divide your maps into seperated areas. After solving 2151 Use gates to divide your maps into seperated areas. After solving
2108 area A, the player gains access to area B, and so on. Make your 2152 area A, the player gains access to area B, and so on. Make your
2109 maps more complex than "one-way". ]]> 2153 maps more complex than "one-way". ]]>
2110 </use> 2154 </use>
2111 <attribute arch="no_pick" value="1" type="fixed" /> 2155 <attribute arch="no_pick" value="1" type="fixed" />
2156 <attribute arch="speed" value="1" type="float">
2157 The speed of the gate affects how fast it is closing/opening.
2158 </attribute>
2112 <attribute arch="connected" editor="connection" type="int"> 2159 <attribute arch="connected" editor="connection" type="int">
2113 Whenever the inventory checker is triggered, all objects with identical 2160 Whenever the inventory checker is triggered, all objects with identical
2114 &lt;connection&gt; value get activated. This only makes sense together with 2161 &lt;connection&gt; value get activated. This only makes sense together with
2115 &lt;blocking passage&gt; disabled. 2162 &lt;blocking passage&gt; disabled.
2116 </attribute> 2163 </attribute>
2334 <attribute arch="level" editor="reconsecrate level" type="int"> 2381 <attribute arch="level" editor="reconsecrate level" type="int">
2335 To re-consecrate an altar, the player's wisdom level must be as 2382 To re-consecrate an altar, the player's wisdom level must be as
2336 high or higher than this value. In that way, some altars can not 2383 high or higher than this value. In that way, some altars can not
2337 be re-consecrated, while other altars, like those in dungeons, could be. 2384 be re-consecrated, while other altars, like those in dungeons, could be.
2338 2385
2339 Altars located in temples should have at least &lt;reconsecrate level&gt; 100. 2386 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2340 Some characters might need those altars, they would be very unhappy to 2387 Some characters might need those altars, they would be very unhappy to
2341 see them re-consecrated to another cult. 2388 see them re-consecrated to another cult.
2342 </attribute> 2389 </attribute>
2343</type> 2390</type>
2344 2391
2691 <attribute arch="connected" editor="connection" type="int"> 2738 <attribute arch="connected" editor="connection" type="int">
2692 Every time the &lt;connection&gt; value is triggered, the wall will cast 2739 Every time the &lt;connection&gt; value is triggered, the wall will cast
2693 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2740 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2694 have much visible effect. 2741 have much visible effect.
2695 </attribute> 2742 </attribute>
2743 &activate_on;
2696 <attribute arch="speed" editor="casting speed" type="float"> 2744 <attribute arch="speed" editor="casting speed" type="float">
2697 The &lt;casting speed&gt; defines the spellcasting speed of the wall. 2745 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2698 You can fine-tune how long the duration between two casts shall 2746 You can fine-tune how long the duration between two casts shall
2699 be. If you want to create a wall that can be activated (cast per 2747 be. If you want to create a wall that can be activated (cast per
2700 trigger) via connected lever/button/etc, you must set "speed 0". 2748 trigger) via connected lever/button/etc, you must set "speed 0".
2921 2969
2922 Note that you can always put items into the monster's 2970 Note that you can always put items into the monster's
2923 inventory. Those will drop-at-kill just like the stuff 2971 inventory. Those will drop-at-kill just like the stuff
2924 from the &lt;treasurelist&gt;. 2972 from the &lt;treasurelist&gt;.
2925 </attribute> 2973 </attribute>
2974 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2975 Set this flag to move treasure items created into the environment (map)
2976 instead of putting them into the object.
2977 </attribute>
2926 <attribute arch="level" editor="level" type="int"> 2978 <attribute arch="level" editor="level" type="int">
2927 A monster's &lt;level&gt; is the most important attribute. 2979 A monster's &lt;level&gt; is the most important attribute.
2928 &lt;level&gt; affects the power of a monster in various ways. 2980 &lt;level&gt; affects the power of a monster in various ways.
2929 </attribute> 2981 </attribute>
2930 <attribute arch="race" editor="race" type="string"> 2982 <attribute arch="race" editor="race" type="string">
2976 </attribute> 3028 </attribute>
2977 <attribute arch="carrying" editor="carries weight" type="int"> 3029 <attribute arch="carrying" editor="carries weight" type="int">
2978 If a monster has something in the inventory, this 3030 If a monster has something in the inventory, this
2979 value can be set to reflect the slowdown due to 3031 value can be set to reflect the slowdown due to
2980 the carried weight. 3032 the carried weight.
3033 </attribute>
3034 <attribute arch="precious" editor="precious" type="bool">
3035 Set this flag to indicate that this monster is <i>precious</i>, i.e.
3036 it should not be lightly destroyed. This is most useful on pets and
3037 keeps the server from destroying them on destroy_pets/monster floors
3038 and will try to save them when the player logs out.
2981 </attribute> 3039 </attribute>
2982 3040
2983<section name="melee"> 3041<section name="melee">
2984 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3042 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2985 This number is a bitmask, specifying the monster's attacktypes 3043 This number is a bitmask, specifying the monster's attacktypes
3482 <attribute arch="no_pick" value="1" type="fixed" /> 3540 <attribute arch="no_pick" value="1" type="fixed" />
3483 <attribute arch="connected" editor="connection" type="int"> 3541 <attribute arch="connected" editor="connection" type="int">
3484 When a &lt;connection&gt; value is set, the pit can be opened/closed 3542 When a &lt;connection&gt; value is set, the pit can be opened/closed
3485 by activating the connection. 3543 by activating the connection.
3486 </attribute> 3544 </attribute>
3545 &activate_on;
3487 <attribute arch="hp" editor="destination X" type="int"> 3546 <attribute arch="hp" editor="destination X" type="int">
3488 The pit will transport creatures (and items) randomly into a two-square 3547 The pit will transport creatures (and items) randomly into a two-square
3489 radius of the destination coordinates. 3548 radius of the destination coordinates.
3490 If the destination square becomes blocked, the pit will act like 3549 If the destination square becomes blocked, the pit will act like
3491 being filled up and not work anymore! 3550 being filled up and not work anymore!
4007</type> 4066</type>
4008 4067
4009<!--####################################################################--> 4068<!--####################################################################-->
4010<type number="14" name="Shooting Weapon"> 4069<type number="14" name="Shooting Weapon">
4011 <description><![CDATA[ 4070 <description><![CDATA[
4012 Schooting weapons like bows/crossbows are used to shoot projectiles 4071 Shooting weapons like bows/crossbows are used to shoot projectiles
4013 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 4072 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4014 wielded both at the same time. Like with any other equipment, 4073 wielded both at the same time. Like with any other equipment,
4015 stats/bonuses from shooting weapons are directly inherited to the player. 4074 stats/bonuses from shooting weapons are directly inherited to the player.
4016 <br><br> 4075 <br><br>
4017 It's very easy to add new pairs of weapons &amp; projectiles. 4076 It's very easy to add new pairs of weapons &amp; projectiles.
4019 weapon and projectile. ]]> 4078 weapon and projectile. ]]>
4020 </description> 4079 </description>
4021 <use><![CDATA[ 4080 <use><![CDATA[
4022 Shooting weapons should not add bonuses in general. There's already 4081 Shooting weapons should not add bonuses in general. There's already
4023 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 4082 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4024 Schooting weapons should especially not add bonuses to the player 4083 Shooting weapons should especially not add bonuses to the player
4025 that have nothing to do with schooting. A Wisdom bonus on a bow 4084 that have nothing to do with schooting. A Wisdom bonus on a bow
4026 is crap for example! A name like "Longbow of great Wisdom" doesn't help 4085 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4027 - still crap. ]]> 4086 - still crap. ]]>
4028 </use> 4087 </use>
4029 <attribute arch="race" editor="ammunition class" type="string"> 4088 <attribute arch="race" editor="ammunition class" type="string">
4237 the connection is triggered. This should be used in combination with 4296 the connection is triggered. This should be used in combination with
4238 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4297 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4239 If activating your magic_mouth this way, the message will not only be 4298 If activating your magic_mouth this way, the message will not only be
4240 printed to one player, but all players on the current map. 4299 printed to one player, but all players on the current map.
4241 </attribute> 4300 </attribute>
4301 &activate_on;
4242 &move_on; 4302 &move_on;
4243 <attribute arch="food" editor="counter" type="int"> 4303 <attribute arch="food" editor="counter" type="int">
4244 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4304 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4245 (printing the message) only that many times. For signs this really shouldn't 4305 (printing the message) only that many times. For signs this really shouldn't
4246 be used, while for magic_mouths it is extremely helpful. 4306 be used, while for magic_mouths it is extremely helpful.
4253 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases. 4313 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4254 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default). 4314 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4255 </attribute> 4315 </attribute>
4256 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4316 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4257 This text will be displayed to the player. 4317 This text will be displayed to the player.
4318 </attribute>
4319</type>
4320
4321<type number="150" name="Shop Inventory">
4322 <ignore>
4323 <ignore_list name="non_pickable" />
4324 </ignore>
4325 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4326 </description>
4327 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4328 </use>
4329 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4330 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4331 the map that will be searched for unpaid items.
4258 </attribute> 4332 </attribute>
4259</type> 4333</type>
4260 4334
4261<!--####################################################################--> 4335<!--####################################################################-->
4262<type number="43" name="Skill"> 4336<type number="43" name="Skill">
4618 <attribute arch="connected" editor="connection" type="int"> 4692 <attribute arch="connected" editor="connection" type="int">
4619 If a connection value is set, the teleporter will be activated 4693 If a connection value is set, the teleporter will be activated
4620 whenever the connection is triggered. To use this properly, 4694 whenever the connection is triggered. To use this properly,
4621 &lt;activation speed&gt; must be zero. 4695 &lt;activation speed&gt; must be zero.
4622 </attribute> 4696 </attribute>
4697 &activate_on;
4623 <attribute arch="speed" editor="activation speed" type="float"> 4698 <attribute arch="speed" editor="activation speed" type="float">
4624 If the &lt;activation speed&gt; is nonzero, the teleporter will 4699 If the &lt;activation speed&gt; is nonzero, the teleporter will
4625 automatically be activated in regular time-intervals. Hence, the 4700 automatically be activated in regular time-intervals. Hence, the
4626 player can just step on it and gets teleported sooner or later. 4701 player can just step on it and gets teleported sooner or later.
4627 The duration between two activates depends on the given value. 4702 The duration between two activates depends on the given value.
4657 Whenever the inventory checker is triggered, all objects with identical 4732 Whenever the inventory checker is triggered, all objects with identical
4658 &lt;connection&gt; value get activated. This only makes sense together with 4733 &lt;connection&gt; value get activated. This only makes sense together with
4659 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4734 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4660 after some time. 4735 after some time.
4661 </attribute> 4736 </attribute>
4737 &activate_on;
4662 <attribute arch="wc" editor="position state" type="int"> 4738 <attribute arch="wc" editor="position state" type="int">
4663 The &lt;position state&gt; defines the position of the gate: 4739 The &lt;position state&gt; defines the position of the gate:
4664 Zero means completely open/down, the "number of animation-steps" (usually 4740 Zero means completely open/down, the "number of animation-steps" (usually
4665 about 6 or 7) means completely closed/up state. I suggest you don't 4741 about 6 or 7) means completely closed/up state. I suggest you don't
4666 mess with this value - Leave the default in place. 4742 mess with this value - Leave the default in place.
4891<!--####################################################################--> 4967<!--####################################################################-->
4892<type number="0" name="Wall"> 4968<type number="0" name="Wall">
4893 <required> 4969 <required>
4894 <attribute arch="is_floor" value="0" /> 4970 <attribute arch="is_floor" value="0" />
4895 <attribute arch="alive" value="0" /> 4971 <attribute arch="alive" value="0" />
4896 <attribute arch="move_block" value="255" /> 4972 <attribute arch="no_pass" value="1" />
4897 </required> 4973 </required>
4898 <ignore> 4974 <ignore>
4899 <attribute arch="nrof" /> 4975 <attribute arch="nrof" />
4900 <attribute arch="title" /> 4976 <attribute arch="title" />
4901 <attribute arch="name_pl" /> 4977 <attribute arch="name_pl" />

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