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 1.11 by root, Thu Mar 23 20:15:08 2006 UTC vs.
Revision 1.20 by elmex, Thu Aug 31 21:09:33 2006 UTC

148 <slow movement> 5 - default for deep swamp 148 <slow movement> 5 - default for deep swamp
149 ... 149 ...
150 <slow movement> 7 - spider web (sticky as hell) 150 <slow movement> 7 - spider web (sticky as hell)
151 </attribute> 151 </attribute>
152 "> 152 ">
153 <!ENTITY speed_left "
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
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
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.
167 </attribute>
168 ">
153]> 169]>
154 170
155<types> 171<types>
156 172
157<!--###################### bitmask definitions ######################--> 173<!--###################### bitmask definitions ######################-->
392 <entry value="9" name="throw" /> 408 <entry value="9" name="throw" />
393 <entry value="10" name="trigger" /> 409 <entry value="10" name="trigger" />
394 <entry value="11" name="close" /> 410 <entry value="11" name="close" />
395 <entry value="12" name="timer" /> 411 <entry value="12" name="timer" />
396 <entry value="28" name="move" /> 412 <entry value="28" name="move" />
413 <entry value="41" name="drop_on" />
397</list> 414</list>
398 415
399<list name="attack_movement_bits_0_3"> 416<list name="attack_movement_bits_0_3">
400 <entry value="0" name="default" /> 417 <entry value="0" name="default" />
401 <entry value="1" name="attack from distance" /> 418 <entry value="1" name="attack from distance" />
453 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
454 for explicitly non-pickable objects (hey, this is opensource.. you 471 for explicitly non-pickable objects (hey, this is opensource.. you
455 never know ;) ). 472 never know ;) ).
456 </attribute> 473 </attribute>
457 <attribute arch="value" editor="value" type="int"> 474 <attribute arch="value" editor="value" type="int">
458 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
459 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
460 worth the default value). Value for buying/selling will be
461 further modified by various factors. Hence, testing values in-game is 477 further modified by various factors. Hence, testing values in-game is
462 usually inevitable. 478 usually inevitable.
463 </attribute> 479 </attribute>
464 <attribute arch="glow_radius" editor="glow radius" type="int"> 480 <attribute arch="glow_radius" editor="glow radius" type="int">
465 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
1060 get teleported after they died on this battleground. 1076 get teleported after they died on this battleground.
1061 </attribute> 1077 </attribute>
1062</type> 1078</type>
1063 1079
1064<!--####################################################################--> 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<!--####################################################################-->
1065<type number="8" name="Book"> 1105<type number="8" name="Book">
1066 <description><![CDATA[ 1106 <description><![CDATA[
1067 Applying a book, the containing message is displayed to the player. ]]> 1107 Applying a book, the containing message is displayed to the player. ]]>
1068 </description> 1108 </description>
1069 <attribute arch="level" editor="literacy level" type="int"> 1109 <attribute arch="level" editor="literacy level" type="int">
1430 </attribute> 1470 </attribute>
1431 <attribute arch="connected" editor="connection" type="int"> 1471 <attribute arch="connected" editor="connection" type="int">
1432 Whenever the connection value is activated, 1472 Whenever the connection value is activated,
1433 the creator gets triggered. 1473 the creator gets triggered.
1434 </attribute> 1474 </attribute>
1475 &activate_on;
1435 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1476 <attribute arch="lifesave" editor="infinit uses" type="bool">
1436 If &lt;infinit uses&gt; is set, the creator will work 1477 If &lt;infinit uses&gt; is set, the creator will work
1437 infinitely, regardless of the value in &lt;number of uses&gt;. 1478 infinitely, regardless of the value in &lt;number of uses&gt;.
1438 </attribute> 1479 </attribute>
1439 <attribute arch="hp" editor="number of uses" type="int"> 1480 <attribute arch="hp" editor="number of uses" type="int">
1484 </attribute> 1525 </attribute>
1485 <attribute arch="speed" editor="detection speed" type="float"> 1526 <attribute arch="speed" editor="detection speed" type="float">
1486 This value defines the time between two detector-checks. 1527 This value defines the time between two detector-checks.
1487 If you want the detector to behave almost like pedestals/buttons, 1528 If you want the detector to behave almost like pedestals/buttons,
1488 set speed rather high, like &lt;detection speed&gt; 1.0. 1529 set speed rather high, like &lt;detection speed&gt; 1.0.
1530 </attribute>
1531 &speed_left;
1532 <attribute arch="speed_left" editor="speed left" type="float">
1533 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1534 If it is larger than 0, the detector checks, and the speed is decremented
1535 by 1.
1489 </attribute> 1536 </attribute>
1490</type> 1537</type>
1491 1538
1492<!--####################################################################--> 1539<!--####################################################################-->
1493<type number="112" name="Director"> 1540<type number="112" name="Director">
1594 </attribute> 1641 </attribute>
1595 <attribute arch="speed" editor="moving speed" type="float"> 1642 <attribute arch="speed" editor="moving speed" type="float">
1596 The &lt;speed&gt; of the disease determines how fast the disease will 1643 The &lt;speed&gt; of the disease determines how fast the disease will
1597 "move", thus how fast the symptoms strike the host. 1644 "move", thus how fast the symptoms strike the host.
1598 </attribute> 1645 </attribute>
1646 &speed_left;
1599</section> 1647</section>
1600<section name="symptoms"> 1648<section name="symptoms">
1601 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 1649 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1602 The disease will attack the host with the given &lt;attacktype&gt;. 1650 The disease will attack the host with the given &lt;attacktype&gt;.
1603 Godpower attacktype is commonly used for "unresistable" diseases. 1651 Godpower attacktype is commonly used for "unresistable" diseases.
1735 loose the input matches the chance to earn winnings.<br> 1783 loose the input matches the chance to earn winnings.<br>
1736 A duplicator with &lt;multiply factor&gt; 3 for example should have a 1784 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1737 loosing rate of 2/3 = 67%. ]]> 1785 loosing rate of 2/3 = 67%. ]]>
1738 </use> 1786 </use>
1739 <attribute arch="other_arch" editor="target arch" type="string"> 1787 <attribute arch="other_arch" editor="target arch" type="string">
1740 Only objects of matching archtype, lying ontop of the dublicator will be 1788 Only objects of matching archtype, lying ontop of the duplicator will be
1741 dublicated, multiplied or removed. All other objects will be ignored. 1789 duplicated, multiplied or removed. All other objects will be ignored.
1742 </attribute> 1790 </attribute>
1743 <attribute arch="level" editor="multiply factor" type="int"> 1791 <attribute arch="level" editor="multiply factor" type="int">
1744 The number of items in the target pile will be multiplied by the 1792 The number of items in the target pile will be multiplied by the
1745 &lt;multiply factor&gt;. If it is set to zero, all target objects 1793 &lt;multiply factor&gt;. If it is set to zero, all target objects
1746 will be destroyed. 1794 will be destroyed.
1748 <attribute arch="connected" editor="connection" type="int"> 1796 <attribute arch="connected" editor="connection" type="int">
1749 An activator (lever, altar, button, etc) with matching connection value 1797 An activator (lever, altar, button, etc) with matching connection value
1750 is able to trigger this duplicator. Be very careful that players cannot 1798 is able to trigger this duplicator. Be very careful that players cannot
1751 abuse it to create endless amounts of money or other valuable stuff! 1799 abuse it to create endless amounts of money or other valuable stuff!
1752 </attribute> 1800 </attribute>
1801 &activate_on;
1753</type> 1802</type>
1754 1803
1755<!--####################################################################--> 1804<!--####################################################################-->
1756<type number="66" name="Exit"> 1805<type number="66" name="Exit">
1757 <ignore> 1806 <ignore>
1824 <description><![CDATA[ 1873 <description><![CDATA[
1825 Just like with food, the player can fill his stomache and gain a 1874 Just like with food, the player can fill his stomache and gain a
1826 little health by eating flesh-objects. <br> 1875 little health by eating flesh-objects. <br>
1827 For dragon players, flesh plays a very special role though: If the 1876 For dragon players, flesh plays a very special role though: If the
1828 flesh has resistances set, a dragon player has a chance to gain resistance in 1877 flesh has resistances set, a dragon player has a chance to gain resistance in
1829 those cathegories. The only constraint to this process is the &lt;flesh level&gt;. 1878 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1830 Don't forget that flesh items with resistances have to be balanced 1879 Don't forget that flesh items with resistances have to be balanced
1831 according to map/monster difficulty. ]]> 1880 according to map/monster difficulty. ]]>
1832 </description> 1881 </description>
1833 <use><![CDATA[ 1882 <use><![CDATA[
1834 For dragon players, flesh items can be highly valuable. Note that many 1883 For dragon players, flesh items can be highly valuable. Note that many
2092 Use gates to divide your maps into seperated areas. After solving 2141 Use gates to divide your maps into seperated areas. After solving
2093 area A, the player gains access to area B, and so on. Make your 2142 area A, the player gains access to area B, and so on. Make your
2094 maps more complex than "one-way". ]]> 2143 maps more complex than "one-way". ]]>
2095 </use> 2144 </use>
2096 <attribute arch="no_pick" value="1" type="fixed" /> 2145 <attribute arch="no_pick" value="1" type="fixed" />
2146 <attribute arch="speed" value="1" type="float">
2147 The speed of the gate affects how fast it is closing/opening.
2148 </attribute>
2097 <attribute arch="connected" editor="connection" type="int"> 2149 <attribute arch="connected" editor="connection" type="int">
2098 Whenever the inventory checker is triggered, all objects with identical 2150 Whenever the inventory checker is triggered, all objects with identical
2099 &lt;connection&gt; value get activated. This only makes sense together with 2151 &lt;connection&gt; value get activated. This only makes sense together with
2100 &lt;blocking passage&gt; disabled. 2152 &lt;blocking passage&gt; disabled.
2101 </attribute> 2153 </attribute>
2319 <attribute arch="level" editor="reconsecrate level" type="int"> 2371 <attribute arch="level" editor="reconsecrate level" type="int">
2320 To re-consecrate an altar, the player's wisdom level must be as 2372 To re-consecrate an altar, the player's wisdom level must be as
2321 high or higher than this value. In that way, some altars can not 2373 high or higher than this value. In that way, some altars can not
2322 be re-consecrated, while other altars, like those in dungeons, could be. 2374 be re-consecrated, while other altars, like those in dungeons, could be.
2323 2375
2324 Altars located in temples should have at least &lt;reconsecrate level&gt; 100. 2376 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2325 Some characters might need those altars, they would be very unhappy to 2377 Some characters might need those altars, they would be very unhappy to
2326 see them re-consecrated to another cult. 2378 see them re-consecrated to another cult.
2327 </attribute> 2379 </attribute>
2328</type> 2380</type>
2329 2381
2676 <attribute arch="connected" editor="connection" type="int"> 2728 <attribute arch="connected" editor="connection" type="int">
2677 Every time the &lt;connection&gt; value is triggered, the wall will cast 2729 Every time the &lt;connection&gt; value is triggered, the wall will cast
2678 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2730 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2679 have much visible effect. 2731 have much visible effect.
2680 </attribute> 2732 </attribute>
2733 &activate_on;
2681 <attribute arch="speed" editor="casting speed" type="float"> 2734 <attribute arch="speed" editor="casting speed" type="float">
2682 The &lt;casting speed&gt; defines the spellcasting speed of the wall. 2735 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2683 You can fine-tune how long the duration between two casts shall 2736 You can fine-tune how long the duration between two casts shall
2684 be. If you want to create a wall that can be activated (cast per 2737 be. If you want to create a wall that can be activated (cast per
2685 trigger) via connected lever/button/etc, you must set "speed 0". 2738 trigger) via connected lever/button/etc, you must set "speed 0".
2686 </attribute> 2739 </attribute>
2740 &speed_left;
2687 <attribute arch="sp" editor="direction" type="list_direction"> 2741 <attribute arch="sp" editor="direction" type="list_direction">
2688 The magic wall will cast it's spells always in the specified 2742 The magic wall will cast it's spells always in the specified
2689 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will 2743 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2690 always fire in a random direction. 2744 always fire in a random direction.
2691 </attribute> 2745 </attribute>
2795 The &lt;marking speed&gt; defines how quickly it will mark something 2849 The &lt;marking speed&gt; defines how quickly it will mark something
2796 standing on the marker. Set this value rather high to make 2850 standing on the marker. Set this value rather high to make
2797 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0 2851 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2798 should do fine. 2852 should do fine.
2799 </attribute> 2853 </attribute>
2854 &speed_left;
2800 <attribute arch="food" editor="mark duration" type="int"> 2855 <attribute arch="food" editor="mark duration" type="int">
2801 This value defines the duration of the force it inserts. 2856 This value defines the duration of the force it inserts.
2802 If nonzero, the duration of the player's mark is finite: 2857 If nonzero, the duration of the player's mark is finite:
2803 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset 2858 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2804 means the mark will stay on the player forever. 2859 means the mark will stay on the player forever.
2909 <attribute arch="level" editor="level" type="int"> 2964 <attribute arch="level" editor="level" type="int">
2910 A monster's &lt;level&gt; is the most important attribute. 2965 A monster's &lt;level&gt; is the most important attribute.
2911 &lt;level&gt; affects the power of a monster in various ways. 2966 &lt;level&gt; affects the power of a monster in various ways.
2912 </attribute> 2967 </attribute>
2913 <attribute arch="race" editor="race" type="string"> 2968 <attribute arch="race" editor="race" type="string">
2914 Every monster should have a race set to cathegorize it. 2969 Every monster should have a race set to categorize it.
2915 The monster's &lt;race&gt; can have different effects: 2970 The monster's &lt;race&gt; can have different effects:
2916 Slaying weapons inflict tripple damage against enemy races 2971 Slaying weapons inflict tripple damage against enemy races
2917 and holy word kills only enemy races of the god. 2972 and holy word kills only enemy races of the god.
2918 </attribute> 2973 </attribute>
2919 <attribute arch="exp" editor="experience" type="int"> 2974 <attribute arch="exp" editor="experience" type="int">
2920 When a player kills this monster, he will get exactly this 2975 When a player kills this monster, he will get exactly this
2921 amount of &lt;experience&gt;. The experience will flow into 2976 amount of &lt;experience&gt;. The experience will flow into
2922 the skill-cathegory the player used for the kill. 2977 the skill-category the player used for the kill.
2923 2978
2924 If you create special monsters of tweaked strenght/abilities, 2979 If you create special monsters of tweaked strenght/abilities,
2925 always make sure that the &lt;experience&gt; is set to a 2980 always make sure that the &lt;experience&gt; is set to a
2926 reasonable value. Compare with existing arches to get a feeling 2981 reasonable value. Compare with existing arches to get a feeling
2927 what reasonable means. Keep in mind that spellcasting monsters 2982 what reasonable means. Keep in mind that spellcasting monsters
2929 </attribute> 2984 </attribute>
2930 <attribute arch="speed" editor="speed" type="float"> 2985 <attribute arch="speed" editor="speed" type="float">
2931 The &lt;speed&gt; determines how fast a monster will both move 2986 The &lt;speed&gt; determines how fast a monster will both move
2932 and fight. High &lt;speed&gt; makes a monster considerably stronger. 2987 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2933 </attribute> 2988 </attribute>
2989 &speed_left;
2934 <attribute arch="other_arch" editor="breed monster" type="string"> 2990 <attribute arch="other_arch" editor="breed monster" type="string">
2935 This only takes effect if &lt;multiply&gt; is enabled. The monster will 2991 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2936 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt; 2992 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2937 can be set to any valid arch-name of a monster. Multipart monster 2993 can be set to any valid arch-name of a monster. Multipart monster
2938 should not be used. 2994 should not be used.
3367 </attribute> 3423 </attribute>
3368 <attribute arch="speed" editor="movement speed" type="float"> 3424 <attribute arch="speed" editor="movement speed" type="float">
3369 The movement speed value determines how fast a chain of 3425 The movement speed value determines how fast a chain of
3370 these movers will push a player along (default is -0.2). 3426 these movers will push a player along (default is -0.2).
3371 </attribute> 3427 </attribute>
3428 &speed_left;
3372 <attribute arch="sp" editor="direction" type="list_direction"> 3429 <attribute arch="sp" editor="direction" type="list_direction">
3373 The mover will push creatures in the specified &lt;direction&gt;. 3430 The mover will push creatures in the specified &lt;direction&gt;.
3374 A mover with direction set to &lt;none&gt; will spin clockwise, 3431 A mover with direction set to &lt;none&gt; will spin clockwise,
3375 thus pushing creatures in unpredictable directions. 3432 thus pushing creatures in unpredictable directions.
3376 </attribute> 3433 </attribute>
3463 <attribute arch="no_pick" value="1" type="fixed" /> 3520 <attribute arch="no_pick" value="1" type="fixed" />
3464 <attribute arch="connected" editor="connection" type="int"> 3521 <attribute arch="connected" editor="connection" type="int">
3465 When a &lt;connection&gt; value is set, the pit can be opened/closed 3522 When a &lt;connection&gt; value is set, the pit can be opened/closed
3466 by activating the connection. 3523 by activating the connection.
3467 </attribute> 3524 </attribute>
3525 &activate_on;
3468 <attribute arch="hp" editor="destination X" type="int"> 3526 <attribute arch="hp" editor="destination X" type="int">
3469 The pit will transport creatures (and items) randomly into a two-square 3527 The pit will transport creatures (and items) randomly into a two-square
3470 radius of the destination coordinates. 3528 radius of the destination coordinates.
3471 If the destination square becomes blocked, the pit will act like 3529 If the destination square becomes blocked, the pit will act like
3472 being filled up and not work anymore! 3530 being filled up and not work anymore!
3988</type> 4046</type>
3989 4047
3990<!--####################################################################--> 4048<!--####################################################################-->
3991<type number="14" name="Shooting Weapon"> 4049<type number="14" name="Shooting Weapon">
3992 <description><![CDATA[ 4050 <description><![CDATA[
3993 Schooting weapons like bows/crossbows are used to shoot projectiles 4051 Shooting weapons like bows/crossbows are used to shoot projectiles
3994 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 4052 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3995 wielded both at the same time. Like with any other equipment, 4053 wielded both at the same time. Like with any other equipment,
3996 stats/bonuses from shooting weapons are directly inherited to the player. 4054 stats/bonuses from shooting weapons are directly inherited to the player.
3997 <br><br> 4055 <br><br>
3998 It's very easy to add new pairs of weapons &amp; projectiles. 4056 It's very easy to add new pairs of weapons &amp; projectiles.
4000 weapon and projectile. ]]> 4058 weapon and projectile. ]]>
4001 </description> 4059 </description>
4002 <use><![CDATA[ 4060 <use><![CDATA[
4003 Shooting weapons should not add bonuses in general. There's already 4061 Shooting weapons should not add bonuses in general. There's already
4004 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 4062 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4005 Schooting weapons should especially not add bonuses to the player 4063 Shooting weapons should especially not add bonuses to the player
4006 that have nothing to do with schooting. A Wisdom bonus on a bow 4064 that have nothing to do with schooting. A Wisdom bonus on a bow
4007 is crap for example! A name like "Longbow of great Wisdom" doesn't help 4065 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4008 - still crap. ]]> 4066 - still crap. ]]>
4009 </use> 4067 </use>
4010 <attribute arch="race" editor="ammunition class" type="string"> 4068 <attribute arch="race" editor="ammunition class" type="string">
4218 the connection is triggered. This should be used in combination with 4276 the connection is triggered. This should be used in combination with
4219 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4277 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4220 If activating your magic_mouth this way, the message will not only be 4278 If activating your magic_mouth this way, the message will not only be
4221 printed to one player, but all players on the current map. 4279 printed to one player, but all players on the current map.
4222 </attribute> 4280 </attribute>
4281 &activate_on;
4223 &move_on; 4282 &move_on;
4224 <attribute arch="food" editor="counter" type="int"> 4283 <attribute arch="food" editor="counter" type="int">
4225 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4284 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4226 (printing the message) only that many times. For signs this really shouldn't 4285 (printing the message) only that many times. For signs this really shouldn't
4227 be used, while for magic_mouths it is extremely helpful. 4286 be used, while for magic_mouths it is extremely helpful.
4512 <attribute arch="speed" editor="drowning speed" type="float"> 4571 <attribute arch="speed" editor="drowning speed" type="float">
4513 The higher the &lt;drowning speed&gt;, the faster will players and items 4572 The higher the &lt;drowning speed&gt;, the faster will players and items
4514 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty 4573 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4515 and unexpected death-trap. Players should get a warning before such areas. 4574 and unexpected death-trap. Players should get a warning before such areas.
4516 </attribute> 4575 </attribute>
4576 &speed_left;
4517 &move_on; 4577 &move_on;
4518 &movement_types_terrain; 4578 &movement_types_terrain;
4519 <attribute arch="no_magic" editor="no spells" type="bool"> 4579 <attribute arch="no_magic" editor="no spells" type="bool">
4520 If enabled, it is impossible for players to use (wizard-) 4580 If enabled, it is impossible for players to use (wizard-)
4521 spells on that spot. 4581 spells on that spot.
4598 <attribute arch="connected" editor="connection" type="int"> 4658 <attribute arch="connected" editor="connection" type="int">
4599 If a connection value is set, the teleporter will be activated 4659 If a connection value is set, the teleporter will be activated
4600 whenever the connection is triggered. To use this properly, 4660 whenever the connection is triggered. To use this properly,
4601 &lt;activation speed&gt; must be zero. 4661 &lt;activation speed&gt; must be zero.
4602 </attribute> 4662 </attribute>
4663 &activate_on;
4603 <attribute arch="speed" editor="activation speed" type="float"> 4664 <attribute arch="speed" editor="activation speed" type="float">
4604 If the &lt;activation speed&gt; is nonzero, the teleporter will 4665 If the &lt;activation speed&gt; is nonzero, the teleporter will
4605 automatically be activated in regular time-intervals. Hence, the 4666 automatically be activated in regular time-intervals. Hence, the
4606 player can just step on it and gets teleported sooner or later. 4667 player can just step on it and gets teleported sooner or later.
4607 The duration between two activates depends on the given value. 4668 The duration between two activates depends on the given value.
4608 Default in the teleporter arch is &lt;activation speed&gt; 0.1. 4669 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4609 4670
4610 VERY IMPORTANT: If you want to have your teleporter activated via 4671 VERY IMPORTANT: If you want to have your teleporter activated via
4611 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero! 4672 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4612 </attribute> 4673 </attribute>
4674 &speed_left;
4613</type> 4675</type>
4614 4676
4615<!--####################################################################--> 4677<!--####################################################################-->
4616<type number="26" name="Timed Gate"> 4678<type number="26" name="Timed Gate">
4617 <ignore> 4679 <ignore>
4636 Whenever the inventory checker is triggered, all objects with identical 4698 Whenever the inventory checker is triggered, all objects with identical
4637 &lt;connection&gt; value get activated. This only makes sense together with 4699 &lt;connection&gt; value get activated. This only makes sense together with
4638 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4700 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4639 after some time. 4701 after some time.
4640 </attribute> 4702 </attribute>
4703 &activate_on;
4641 <attribute arch="wc" editor="position state" type="int"> 4704 <attribute arch="wc" editor="position state" type="int">
4642 The &lt;position state&gt; defines the position of the gate: 4705 The &lt;position state&gt; defines the position of the gate:
4643 Zero means completely open/down, the "number of animation-steps" (usually 4706 Zero means completely open/down, the "number of animation-steps" (usually
4644 about 6 or 7) means completely closed/up state. I suggest you don't 4707 about 6 or 7) means completely closed/up state. I suggest you don't
4645 mess with this value - Leave the default in place. 4708 mess with this value - Leave the default in place.
4870<!--####################################################################--> 4933<!--####################################################################-->
4871<type number="0" name="Wall"> 4934<type number="0" name="Wall">
4872 <required> 4935 <required>
4873 <attribute arch="is_floor" value="0" /> 4936 <attribute arch="is_floor" value="0" />
4874 <attribute arch="alive" value="0" /> 4937 <attribute arch="alive" value="0" />
4875 <attribute arch="move_block" value="255" /> 4938 <attribute arch="no_pass" value="1" />
4876 </required> 4939 </required>
4877 <ignore> 4940 <ignore>
4878 <attribute arch="nrof" /> 4941 <attribute arch="nrof" />
4879 <attribute arch="title" /> 4942 <attribute arch="title" />
4880 <attribute arch="name_pl" /> 4943 <attribute arch="name_pl" />

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines