ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra/res/types.xml
(Generate patch)

Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.21 by elmex, Wed Dec 20 19:19:05 2006 UTC vs.
Revision 1.26 by root, Sat Jul 14 13:30:44 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.
1763 defeated. 1763 defeated.
1764 </attribute> 1764 </attribute>
1765 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 1765 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1766 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.
1767 </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>
1768</type> 1772</type>
1769 1773
1770<!--####################################################################--> 1774<!--####################################################################-->
1771<type number="83" name="Duplicator"> 1775<type number="83" name="Duplicator">
1772 <ignore> 1776 <ignore>
1859 If set, this message will be displayed to the player when he applies the exit. 1863 If set, this message will be displayed to the player when he applies the exit.
1860 This is quite useful to throw in some "role-play feeling": "As you enter the 1864 This is quite useful to throw in some "role-play feeling": "As you enter the
1861 dark cave you hear the sound of rustling dragonscales...". Well, my english 1865 dark cave you hear the sound of rustling dragonscales...". Well, my english
1862 is poor, but you get the point. =) 1866 is poor, but you get the point. =)
1863 </attribute> 1867 </attribute>
1864 <attribute arch="unique" editor="unique destination" type="bool"> 1868 <attribute arch="damned" editor="set savebed" type="bool">
1865 This flag defines the destined map as "personal unique map". If set, 1869 If set, then players using this exit will have their savebed position
1866 there will be a seperate version of that map for every player out there. 1870 set to the destination of the exit when passing through.
1867 This feature is used for the permanent apartments
1868 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1869 than apartments, since Crossfire is a *multi*player game. In such a permanent
1870 apartment don't forget to set the unique-flag for all floor tiles too
1871 (see floors).
1872 An exit pointing outside of a personal unique map must have the
1873 "unique destination"-flag unset.
1874 </attribute> 1871 </attribute>
1875</type> 1872</type>
1876 1873
1877<!--####################################################################--> 1874<!--####################################################################-->
1878<type number="72" name="Flesh"> 1875<type number="72" name="Flesh">
2965 2962
2966 Note that you can always put items into the monster's 2963 Note that you can always put items into the monster's
2967 inventory. Those will drop-at-kill just like the stuff 2964 inventory. Those will drop-at-kill just like the stuff
2968 from the &lt;treasurelist&gt;. 2965 from the &lt;treasurelist&gt;.
2969 </attribute> 2966 </attribute>
2967 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2968 Set this flag to move treasure items created into the environment (map)
2969 instead of putting them into the object.
2970 </attribute>
2970 <attribute arch="level" editor="level" type="int"> 2971 <attribute arch="level" editor="level" type="int">
2971 A monster's &lt;level&gt; is the most important attribute. 2972 A monster's &lt;level&gt; is the most important attribute.
2972 &lt;level&gt; affects the power of a monster in various ways. 2973 &lt;level&gt; affects the power of a monster in various ways.
2973 </attribute> 2974 </attribute>
2974 <attribute arch="race" editor="race" type="string"> 2975 <attribute arch="race" editor="race" type="string">
3020 </attribute> 3021 </attribute>
3021 <attribute arch="carrying" editor="carries weight" type="int"> 3022 <attribute arch="carrying" editor="carries weight" type="int">
3022 If a monster has something in the inventory, this 3023 If a monster has something in the inventory, this
3023 value can be set to reflect the slowdown due to 3024 value can be set to reflect the slowdown due to
3024 the carried weight. 3025 the carried weight.
3026 </attribute>
3027 <attribute arch="precious" editor="precious" type="bool">
3028 Set this flag to indicate that this monster is <i>precious</i>, i.e.
3029 it should not be lightly destroyed. This is most useful on pets and
3030 keeps the server from destroying them on destroy_pets/monster floors
3031 and will try to save them when the player logs out.
3025 </attribute> 3032 </attribute>
3026 3033
3027<section name="melee"> 3034<section name="melee">
3028 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3035 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3029 This number is a bitmask, specifying the monster's attacktypes 3036 This number is a bitmask, specifying the monster's attacktypes
4302 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4309 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4303 This text will be displayed to the player. 4310 This text will be displayed to the player.
4304 </attribute> 4311 </attribute>
4305</type> 4312</type>
4306 4313
4314<type number="150" name="Shop Inventory">
4315 <ignore>
4316 <ignore_list name="non_pickable" />
4317 </ignore>
4318 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4319 </description>
4320 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4321 </use>
4322 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4323 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4324 the map that will be searched for unpaid items.
4325 </attribute>
4326</type>
4327
4307<!--####################################################################--> 4328<!--####################################################################-->
4308<type number="43" name="Skill"> 4329<type number="43" name="Skill">
4309 <ignore> 4330 <ignore>
4310 <ignore_list name="system_object" /> 4331 <ignore_list name="system_object" />
4311 </ignore> 4332 </ignore>

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines