--- 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. ]]> + &activate_on; If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>. + + When this field is set the creator will periodically create stuff + (and will still do so when the connection is triggered). + A value of 1 means roughly 8 times a second. + The creator can be triggered <number of uses> times, thus creating that many objects, before it dissappears. @@ -1487,6 +1544,12 @@ 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 +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.]]> + off your lightning wall and pit trap is usually a bad idea.]]> &move_on; @@ -4872,7 +4972,7 @@ - +