--- deliantra/Deliantra/res/types.xml 2006/03/23 20:15:08 1.11 +++ deliantra/Deliantra/res/types.xml 2006/08/31 21:09:33 1.20 @@ -150,6 +150,22 @@ <slow movement> 7 - spider web (sticky as hell) "> + + The speed left to the object. On every tick, if this value is higher + than 0, the object acts/triggers/moves etc. and the value gets + decremented by 1. Otherwise, it is incremented by <speed> on + every tick. + + "> + + Whether the teleporter should only be activated on push. + + + Whether the teleporter should only be activated on release. + + "> ]> @@ -394,6 +410,7 @@ + @@ -455,9 +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. @@ -1062,6 +1078,30 @@ + + + + + + + + + + + + @@ -1432,6 +1472,7 @@ Whenever the connection value is activated, the creator gets triggered. + &activate_on; If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>. @@ -1487,6 +1528,12 @@ If you want the detector to behave almost like pedestals/buttons, set speed rather high, like <detection speed> 1.0. + &speed_left; + + The speed left. This value is incremented by <speed> on every tick. + If it is larger than 0, the detector checks, and the speed is decremented + by 1. + @@ -1596,6 +1643,7 @@ The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host. + &speed_left;
@@ -1737,8 +1785,8 @@ 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 @@ -1750,6 +1798,7 @@ 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; @@ -1826,7 +1875,7 @@ little health by eating flesh-objects.
For dragon players, flesh plays a very special role though: If the flesh has resistances set, a dragon player has a chance to gain resistance in - those cathegories. The only constraint to this process is the <flesh level>. + those categories. The only constraint to this process is the <flesh level>. Don't forget that flesh items with resistances have to be balanced according to map/monster difficulty. ]]> @@ -2094,6 +2143,9 @@ 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 @@ -2321,7 +2373,7 @@ 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. @@ -2678,12 +2730,14 @@ 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 be. If you want to create a wall that can be activated (cast per trigger) via connected lever/button/etc, you must set "speed 0". + &speed_left; The magic wall will cast it's spells always in the specified <direction>. A magic wall with direction set to <none> will @@ -2797,6 +2851,7 @@ sure the player really gets his mark. I think <marking speed> 1.0 should do fine. + &speed_left; This value defines the duration of the force it inserts. If nonzero, the duration of the player's mark is finite: @@ -2911,7 +2966,7 @@ <level> affects the power of a monster in various ways. - Every monster should have a race set to cathegorize it. + Every monster should have a race set to categorize it. The monster's <race> can have different effects: Slaying weapons inflict tripple damage against enemy races and holy word kills only enemy races of the god. @@ -2919,7 +2974,7 @@ When a player kills this monster, he will get exactly this amount of <experience>. The experience will flow into - the skill-cathegory the player used for the kill. + the skill-category the player used for the kill. If you create special monsters of tweaked strenght/abilities, always make sure that the <experience> is set to a @@ -2931,6 +2986,7 @@ The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger. + &speed_left; This only takes effect if <multiply> is enabled. The monster will create a <breed monster> every once in a while. <breed monster> @@ -3369,6 +3425,7 @@ The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2). + &speed_left; The mover will push creatures in the specified <direction>. A mover with direction set to <none> will spin clockwise, @@ -3465,6 +3522,7 @@ 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. @@ -3990,7 +4048,7 @@ @@ -4220,6 +4278,7 @@ 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 @@ -4514,6 +4573,7 @@ sink into the swamp. Swamp with very high <drowning speed> can be a nasty and unexpected death-trap. Players should get a warning before such areas. + &speed_left; &move_on; &movement_types_terrain; @@ -4600,6 +4660,7 @@ 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 @@ -4610,6 +4671,7 @@ VERY IMPORTANT: If you want to have your teleporter activated via button/handle/magic_ear/etc, you must set <activation speed> to zero! + &speed_left; @@ -4638,6 +4700,7 @@ <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 @@ -4872,7 +4935,7 @@ - +