--- 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. ]]>
@@ -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 @@
-
+