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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.31 by root, Mon Sep 17 17:23:16 2007 UTC vs.
Revision 1.36 by root, Mon Aug 25 04:12:00 2008 UTC

1<?xml version="1.0" standalone="no" ?> 1<?xml version="1.0" standalone="no" ?>
2<!-- 2<!--
3###################################################################### 3######################################################################
4# types.xml - This is the definitions-file for all the different # 4# types.xml - This is the definitions-file for all the different #
5# Crossfire object types and their attributes. # 5# Deliantra object types and their attributes. #
6# # 6# #
7# The server code of the Crossfire game is always changing and # 7# The server code of the Deliantra game is always changing and #
8# evolving. From time to time, object-attributes change in purpose, # 8# evolving. From time to time, object-attributes change in purpose, #
9# or new ones are created. # 9# or new ones are created. #
10# Therefore, it is important that an Editor is flexible and # 10# Therefore, it is important that an Editor is flexible and #
11# easy to "upgrade" to handle such new features. That's why the # 11# easy to "upgrade" to handle such new features. That's why the #
12# CFJavaEditor reads the type-definitions from this xml file. # 12# CFJavaEditor reads the type-definitions from this xml file. #
13# #
14# If you encounter bugs, typos or missing entries in the LATEST #
15# VERSION of this file - Don't hesitate to improve it, contact me #
16# and eventually send the improved file to me: <red.blaze@gmx.net>. #
17# I will put it into the "official version" of the CFJavaEditor #
18# and all fellow Crossfire-Map-Makers can benefit from your work! #
19# #
20# IMPORTANT: Make a backup copy of this file before you start #
21# to modify it! #
22# # 13# #
23# New types must be inserted maintaining the alphabetical order. # 14# New types must be inserted maintaining the alphabetical order. #
24# # 15# #
25# about the 'type' elements: # 16# about the 'type' elements: #
26# # 17# #
650 <attribute arch="title" editor="title" type="string"> 641 <attribute arch="title" editor="title" type="string">
651 This is the object's title. Once an object is identified the title is 642 This is the object's title. Once an object is identified the title is
652 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. 643 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
653 </attribute> 644 </attribute>
654 <attribute arch="face" editor="image" type="string"> 645 <attribute arch="face" editor="image" type="string">
655 The image-name defines what image is displayed for this object in-game. 646 The image-name defines what image is displayed for this object in-game. Take care if the archetype of the
647 object has an animation! See also the 'animation' attribute.
648 </attribute>
649 <attribute arch="animation" editor="animation" type="string">
650 The animation-name of the object. If you assign custom faces and the archetype
651 defines an animation you can disable the animation of an archetype by setting this
652 field to NONE.
656 </attribute> 653 </attribute>
657 <attribute arch="tag" editor="tag" type="string"> 654 <attribute arch="tag" editor="tag" type="string">
658 You can tag objects with an identifier. Tagged objects can be found quickly 655 You can tag objects with an identifier. Tagged objects can be found quickly
659 from their tag, which makes them useful to tag exits and refer to those by 656 from their tag, which makes them useful to tag exits and refer to those by
660 their name. 657 their name.
861 &move_on; 858 &move_on;
862 <attribute arch="slaying" editor="match item name" type="string"> 859 <attribute arch="slaying" editor="match item name" type="string">
863 This string specifies the item that must be put on the altar to 860 This string specifies the item that must be put on the altar to
864 activate it. It can either be the name of an archetype, or directly 861 activate it. It can either be the name of an archetype, or directly
865 the name of an object. Yet, titles are not recognized by altars. 862 the name of an object. Yet, titles are not recognized by altars.
866 Remember to put a note somewhere, telling the player what he is 863 If you want the player to have to drop a specific amount of money use "money".
867 expected to drop on the altar. (Often this is put in the altar's 864 See also the "drop amount" attribute.
868 name: E.g. "drop 100 platinums")
869 </attribute> 865 </attribute>
870 <attribute arch="food" editor="drop amount" type="int"> 866 <attribute arch="food" editor="drop amount" type="int">
871 The drop amount specifies the amount of items (specified 867 The drop amount specifies the amount of items (specified
872 in &lt;match item name&gt;) that must be dropped to activate the altar. 868 in &lt;match item name&gt;) that must be dropped to activate the altar.
873 869
917 <attribute arch="no_pick" value="1" type="fixed" /> 913 <attribute arch="no_pick" value="1" type="fixed" />
918 <attribute arch="slaying" editor="match item name" type="string"> 914 <attribute arch="slaying" editor="match item name" type="string">
919 This string specifies the item that must be put on the altar to 915 This string specifies the item that must be put on the altar to
920 activate it. It can either be the name of an archetype, or directly 916 activate it. It can either be the name of an archetype, or directly
921 the name of an object. Yet, titles are not recognized by altars. 917 the name of an object. Yet, titles are not recognized by altars.
922 Remember to put a note somewhere, telling the player what he is 918 If you want the player to have to drop a specific amount of money use "money".
923 expected to drop on the altar. (Often this is put in the altar's 919 See also the "drop amount" attribute.
924 name: E.g. "drop 100 platinums")
925 </attribute> 920 </attribute>
926 <attribute arch="food" editor="drop amount" type="int"> 921 <attribute arch="food" editor="drop amount" type="int">
927 The drop amount specifies the amount of items (specified 922 The drop amount specifies the amount of items (specified
928 in &lt;match item name&gt;) that must be dropped to activate the altar. 923 in &lt;match item name&gt;) that must be dropped to activate the altar.
929 924
1009 amount of &lt;item power&gt;, depending on their own level. This is the 1004 amount of &lt;item power&gt;, depending on their own level. This is the
1010 only way to prevent low level players to wear "undeserved" equipment 1005 only way to prevent low level players to wear "undeserved" equipment
1011 (like gifts from other players or cheated items). 1006 (like gifts from other players or cheated items).
1012 1007
1013 It is very important to adjust the &lt;item power&gt; value carefully 1008 It is very important to adjust the &lt;item power&gt; value carefully
1014 for every artifact you create! If zero/unset, the CF server will 1009 for every artifact you create! If zero/unset, the Deliantra server will
1015 calculate a provisional value at runtime, but this is never 1010 calculate a provisional value at runtime, but this is never
1016 going to be an accurate measurement of &lt;item power&gt;. 1011 going to be an accurate measurement of &lt;item power&gt;.
1017 </attribute> 1012 </attribute>
1018 <attribute arch="damned" editor="damnation" type="bool"> 1013 <attribute arch="damned" editor="damnation" type="bool">
1019 A damned piece of equipment cannot be unwielded unless the curse 1014 A damned piece of equipment cannot be unwielded unless the curse
1170 get teleported after they died on this battleground. 1165 get teleported after they died on this battleground.
1171 </attribute> 1166 </attribute>
1172</type> 1167</type>
1173 1168
1174<!--####################################################################--> 1169<!--####################################################################-->
1175<type number="165" name="Safe ground (CF+)"> 1170<type number="165" name="Safe ground">
1176 <ignore> 1171 <ignore>
1177 <ignore_list name="non_pickable" /> 1172 <ignore_list name="non_pickable" />
1178 </ignore> 1173 </ignore>
1179 <description><![CDATA[ 1174 <description><![CDATA[
1180 Safe ground is a special object that prevents any effects that might 1175 Safe ground is a special object that prevents any effects that might
1181 be harmful for the map, other players or items on the map. 1176 be harmful for the map, other players or items on the map.
1182 It blocks all magic and prayers, usage of alchemy, prevents potions 1177 It blocks all magic and prayers, usage of alchemy, prevents potions
1183 from being used and blocks bombs from exploding. Note that altars that 1178 from being used and blocks bombs from exploding. Note that altars that
1184 do cast spells still work. 1179 do cast spells still work.
1185 (This is a Crossfire+ feature, and might not work elsewhere)
1186 ]]> 1180 ]]>
1187 </description> 1181 </description>
1188 <use><![CDATA[ 1182 <use><![CDATA[
1189 Safe ground can be used to prevents any means of burning 1183 Safe ground can be used to prevents any means of burning
1190 or destroying the items in a shop. Put this object below all floor tiles 1184 or destroying the items in a shop. Put this object below all floor tiles
1673<type number="158" name="Disease"> 1667<type number="158" name="Disease">
1674 <ignore> 1668 <ignore>
1675 <ignore_list name="system_object" /> 1669 <ignore_list name="system_object" />
1676 </ignore> 1670 </ignore>
1677 <description><![CDATA[ 1671 <description><![CDATA[
1678 Diseases are an intersting form of spellcraft in Crossfire. 1672 Diseases are an intersting form of spellcraft in Deliantra.
1679 Once casted, they can spread out and infect creatures in a large 1673 Once casted, they can spread out and infect creatures in a large
1680 area. Being infected can have various effects, from amusing farts 1674 area. Being infected can have various effects, from amusing farts
1681 to horrible damage - almost everything is possible. ]]> 1675 to horrible damage - almost everything is possible. ]]>
1682 </description> 1676 </description>
1683 <use><![CDATA[ 1677 <use><![CDATA[
2118<type number="91" name="Gate"> 2112<type number="91" name="Gate">
2119 <ignore> 2113 <ignore>
2120 <ignore_list name="non_pickable" /> 2114 <ignore_list name="non_pickable" />
2121 </ignore> 2115 </ignore>
2122 <description><![CDATA[ 2116 <description><![CDATA[
2123 Gates play an important role in Crossfire. Gates can be opened 2117 Gates play an important role in Deliantra. Gates can be opened
2124 by activating a button/trigger, by speaking passwords (-> magic_ear) 2118 by activating a button/trigger, by speaking passwords (-> magic_ear)
2125 or carrying special key-objects (-> inventory checker). 2119 or carrying special key-objects (-> inventory checker).
2126 Unlike locked doors, gates can get shut again after a player has 2120 Unlike locked doors, gates can get shut again after a player has
2127 passed, which makes them more practical in many cases. ]]> 2121 passed, which makes them more practical in many cases. ]]>
2128 </description> 2122 </description>
2582 <attribute arch="no_pick" value="1" type="fixed" /> 2576 <attribute arch="no_pick" value="1" type="fixed" />
2583 <attribute arch="slaying" editor="key string" type="string"> 2577 <attribute arch="slaying" editor="key string" type="string">
2584 The &lt;key string&gt; in the door must be identical with the 2578 The &lt;key string&gt; in the door must be identical with the
2585 &lt;key string&gt; in the special key, then the door is unlocked. 2579 &lt;key string&gt; in the special key, then the door is unlocked.
2586 It is VERY important to set the &lt;key string&gt; to something that 2580 It is VERY important to set the &lt;key string&gt; to something that
2587 is unique among the CF mapset. 2581 is unique among the Deliantra mapset.
2588 2582
2589 DONT EVER USE the default string "set_individual_value". 2583 DONT EVER USE the default string "set_individual_value".
2590 </attribute> 2584 </attribute>
2591 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2585 <attribute arch="no_magic" editor="restrict spells" type="bool">
2592 Restricting the use of spells to pass this door. 2586 Restricting the use of spells to pass this door.
3126 <attribute arch="stand_still" editor="stand still" type="bool"> 3120 <attribute arch="stand_still" editor="stand still" type="bool">
3127 Monsters which &lt;stand still&gt; won't move to leave their position. 3121 Monsters which &lt;stand still&gt; won't move to leave their position.
3128 When agressive, they will attack all enemies who get close to 3122 When agressive, they will attack all enemies who get close to
3129 them. This behaviour is commonly known from castle guards. 3123 them. This behaviour is commonly known from castle guards.
3130 3124
3131 In older versions of Crossfire it was possible to eventually 3125 In older versions of Deliantra it was possible to eventually
3132 push a &lt;stand still&gt;-monster out of position by force. 3126 push a &lt;stand still&gt;-monster out of position by force.
3133 I believe this is no longer possible. Neverthless, you should 3127 I believe this is no longer possible. Neverthless, you should
3134 still be cautious when lining up &lt;stand still&gt;-monster in order 3128 still be cautious when lining up &lt;stand still&gt;-monster in order
3135 to "defend" something: Such monsters are rather easy to kill. 3129 to "defend" something: Such monsters are rather easy to kill.
3136 It's good for low level maps, but not much more. 3130 It's good for low level maps, but not much more.
3870 amount of &lt;item power&gt;, depending on their own level. This is the 3864 amount of &lt;item power&gt;, depending on their own level. This is the
3871 only way to prevent low level players to wear "undeserved" equipment 3865 only way to prevent low level players to wear "undeserved" equipment
3872 (like gifts from other players or cheated items). 3866 (like gifts from other players or cheated items).
3873 3867
3874 It is very important to adjust the &lt;item power&gt; value carefully 3868 It is very important to adjust the &lt;item power&gt; value carefully
3875 for every artifact you create! If zero/unset, the CF server will 3869 for every artifact you create! If zero/unset, the Deliantra server will
3876 calculate a provisional value at runtime, but this is never 3870 calculate a provisional value at runtime, but this is never
3877 going to be an accurate measurement of &lt;item power&gt;. 3871 going to be an accurate measurement of &lt;item power&gt;.
3878 </attribute> 3872 </attribute>
3879 <attribute arch="no_strength" editor="ignore strength" type="bool"> 3873 <attribute arch="no_strength" editor="ignore strength" type="bool">
3880 Usually the player's strentgh takes effect on the damage 3874 Usually the player's strentgh takes effect on the damage
4123 expmul is 1, the player will get 500 added to that skill as well as 4117 expmul is 1, the player will get 500 added to that skill as well as
4124 500 to their total. 4118 500 to their total.
4125 </attribute> 4119 </attribute>
4126 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4120 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4127 The &lt;skill type&gt; defines the base functionality of the skill. 4121 The &lt;skill type&gt; defines the base functionality of the skill.
4128 Skill types are hardcoded in the Crossfire server. It isn't hard to 4122 Skill types are hardcoded in the Deliantra server. It isn't hard to
4129 create new skill types, but it requires a bit of server-coding. 4123 create new skill types, but it requires a bit of server-coding.
4130 </attribute> 4124 </attribute>
4131 <attribute arch="level" editor="level" type="int"> 4125 <attribute arch="level" editor="level" type="int">
4132 </attribute> 4126 </attribute>
4133 <attribute arch="exp" editor="experience" type="int"> 4127 <attribute arch="exp" editor="experience" type="int">
4462<type number="26" name="Timed Gate"> 4456<type number="26" name="Timed Gate">
4463 <ignore> 4457 <ignore>
4464 <ignore_list name="non_pickable" /> 4458 <ignore_list name="non_pickable" />
4465 </ignore> 4459 </ignore>
4466 <description><![CDATA[ 4460 <description><![CDATA[
4467 Gates play an important role in Crossfire. Gates can be opened 4461 Gates play an important role in Deliantra. Gates can be opened
4468 by activating a button/trigger, by speaking passwords (-> magic_ear) 4462 by activating a button/trigger, by speaking passwords (-> magic_ear)
4469 or carrying special key-objects (-> inventory checker). 4463 or carrying special key-objects (-> inventory checker).
4470 Unlike locked doors, gates can get shut again after a player has 4464 Unlike locked doors, gates can get shut again after a player has
4471 passed, which makes them more practical in many cases. Unlike normal 4465 passed, which makes them more practical in many cases. Unlike normal
4472 gates, timed gates open when triggered but automatically close again 4466 gates, timed gates open when triggered but automatically close again
4912 amount of &lt;item power&gt;, depending on their own level. This is the 4906 amount of &lt;item power&gt;, depending on their own level. This is the
4913 only way to prevent low level players to wear "undeserved" equipment 4907 only way to prevent low level players to wear "undeserved" equipment
4914 (like gifts from other players or cheated items). 4908 (like gifts from other players or cheated items).
4915 4909
4916 It is very important to adjust the &lt;item power&gt; value carefully 4910 It is very important to adjust the &lt;item power&gt; value carefully
4917 for every artifact you create! If zero/unset, the CF server will 4911 for every artifact you create! If zero/unset, the Deliantra server will
4918 calculate a provisional value at runtime, but this is never 4912 calculate a provisional value at runtime, but this is never
4919 going to be an accurate measurement of &lt;item power&gt;. 4913 going to be an accurate measurement of &lt;item power&gt;.
4920 </attribute> 4914 </attribute>
4921 <attribute arch="damned" editor="damnation" type="bool"> 4915 <attribute arch="damned" editor="damnation" type="bool">
4922 A damned weapon cannot be unwielded unless 4916 A damned weapon cannot be unwielded unless
5031</type> 5025</type>
5032 5026
5033<type number="116" name="Event Connector"> 5027<type number="116" name="Event Connector">
5034 <description><![CDATA[ 5028 <description><![CDATA[
5035 Event connectors link specific events that happen to objects to 5029 Event connectors link specific events that happen to objects to
5036 a crossfire plug-in. ]]> 5030 a crossfire plug-in. They are not used at all in Deliantra ]]>
5037 </description> 5031 </description>
5038 <attribute arch="subtype" editor="event type" type="list_event_type">
5039 The type of event that triggers a notify to the plug-in.
5040 </attribute>
5041 <attribute arch="title" editor="plug-in" type="string">
5042 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5043 for python and "perl" for the Crossfire-Perl plug-in.
5044 </attribute>
5045 <attribute arch="slaying" editor="extension" type="string">
5046 The name of the extension to invoke (for python, this is the path to a script,
5047 for perl this is the name of a extension package without the ".ext" extension.
5048 </attribute>
5049 <attribute arch="name" editor="options" type="string">
5050 A string that is passed unaltered to the extension above. Often used to pass
5051 options to the extension that alter its behaviour.
5052 </attribute>
5053</type> 5032</type>
5054 5033
5055</types> 5034</types>

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