--- deliantra/Deliantra/res/types.xml 2006/03/23 20:15:08 1.11
+++ deliantra/Deliantra/res/types.xml 2007/08/19 09:18:41 1.28
@@ -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'.
@@ -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.
@@ -492,6 +508,16 @@
a shop mat, paying the demanded price. Setting this flag makes sense
only for pickable items inside shops.
+
+ The sound this objects makes on a map. Enter either a sound alias from
+ arch/res/sound.conf.res or a path. If you enter <path> in this
+ field it will point to sound/<path>.ext
+
+
+ The sound this objects makes when it is destroyed. Enter either a sound alias from
+ arch/res/sound.conf.res or a path. If you enter <path> in this
+ field it will point to sound/<path>.ext
+
+
+
+
+
+
+
+
+
+
+
+
@@ -1414,7 +1464,8 @@
+ VERY useful for all kinds of map-mechanisms. They can even
+ periodically create things. ]]>
@@ -1596,6 +1659,7 @@
The <speed> of the disease determines how fast the disease will
"move", thus how fast the symptoms strike the host.
+ &speed_left;
@@ -1711,6 +1775,10 @@
This entry determines what kind of traps will appear in the door.
+
+ Set this flag to move treasure items created into the environment (map)
+ instead of putting them into the object.
+
@@ -1737,8 +1805,8 @@
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 +1818,7 @@
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;
@@ -1806,16 +1875,9 @@
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 passing through.
@@ -1826,7 +1888,7 @@
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 +2156,9 @@
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 +2386,7 @@
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 +2743,14 @@
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 +2864,7 @@
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:
@@ -2906,12 +2974,16 @@
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.
- 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 +2991,7 @@
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 +3003,7 @@
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>
@@ -2961,6 +3034,12 @@
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.
+
@@ -3246,9 +3325,9 @@
-
A grimreaper is a monster that vanishes after it did some number of
- draining attacks. ]]>
+ draining attacks.
@@ -3369,6 +3448,7 @@
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 +3545,7 @@
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 +4071,7 @@
@@ -4220,6 +4301,7 @@
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
@@ -4239,6 +4321,20 @@
+
+
+
+
+
+
+
+
+ The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
+ the map that will be searched for unpaid items.
+
+
+
@@ -4514,6 +4610,7 @@
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 +4697,7 @@
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 +4708,7 @@
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 +4737,7 @@
<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
@@ -4678,11 +4778,11 @@
Traps hit any monster or person who steps on them for 'dam' damage in
'attacktype' attacktype and/or trigger a reaction.
- Many traps are already defined in the archetypes. ]]>
+ Many traps are already defined in the archetypes.]]>
&move_on;
@@ -4872,7 +4972,7 @@
-
+