--- deliantra/Deliantra/res/types.xml 2006/03/26 07:20:24 1.12 +++ deliantra/Deliantra/res/types.xml 2007/07/14 13:29:05 1.25 @@ -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 @@ + @@ -463,9 +472,8 @@ never know ;) ). - Adds a certain value to the object: It will be worth that many times the - default value from it's archetype (E.g. "value = 3" means three times - worth the default value). Value for buying/selling will be + Determines the value of the object, in units of silver coins (one + platinum coin == 50 silver coins). Value for buying/selling will be further modified by various factors. Hence, testing values in-game is usually inevitable. @@ -1070,6 +1078,30 @@ + + + + + + + + + + + + @@ -1422,7 +1454,8 @@ + VERY useful for all kinds of map-mechanisms. They can even + periodically create things. ]]> + &activate_on; If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>. + + When this field is set the creator will periodically create stuff + (and will still do so when the connection is triggered). + A value of 1 means roughly 8 times a second. + The creator can be triggered <number of uses> times, thus creating that many objects, before it dissappears. @@ -1726,6 +1765,10 @@ This entry determines what kind of traps will appear in the door. + + Set this flag to move treasure items created into the environment (map) + instead of putting them into the object. + @@ -1752,8 +1795,8 @@ loosing rate of 2/3 = 67%. ]]> - 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 @@ -1765,6 +1808,7 @@ 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; @@ -1821,16 +1865,9 @@ dark cave you hear the sound of rustling dragonscales...". Well, my english is poor, but you get the point. =) - - This flag defines the destined map as "personal unique map". If set, - there will be a seperate version of that map for every player out there. - This feature is used for the permanent apartments - (in Scorn/Nuernberg/Caterham...). It should not be used for anything else - than apartments, since Crossfire is a *multi*player game. In such a permanent - apartment don't forget to set the unique-flag for all floor tiles too - (see floors). - An exit pointing outside of a personal unique map must have the - "unique destination"-flag unset. + + If set, then players using this exit will have their savebed position + set to the destination of the exit, when used. @@ -2109,6 +2146,9 @@ maps more complex than "one-way". ]]> + + The speed of the gate affects how fast it is closing/opening. + Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with @@ -2336,7 +2376,7 @@ 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. @@ -2693,6 +2733,7 @@ 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 @@ -2923,6 +2964,10 @@ inventory. Those will drop-at-kill just like the stuff from the <treasurelist>. + + Set this flag to move treasure items created into the environment (map) + instead of putting them into the object. + A monster's <level> is the most important attribute. <level> affects the power of a monster in various ways. @@ -2979,6 +3024,12 @@ value can be set to reflect the slowdown due to the carried weight. + + Set this flag to indicate that this monster is precious, i.e. + it should not be lightly destroyed. This is most useful on pets and + keeps the server from destroying them on destroy_pets/monster floors + and will try to save them when the player logs out. +
@@ -3484,6 +3535,7 @@ 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. @@ -4009,7 +4061,7 @@ @@ -4239,6 +4291,7 @@ 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 @@ -4258,6 +4311,20 @@ + + + + + + + + + + The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on + the map that will be searched for unpaid items. + + + @@ -4620,6 +4687,7 @@ 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 @@ -4659,6 +4727,7 @@ <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 @@ -4893,7 +4962,7 @@ - +