--- deliantra/Deliantra/res/types.xml 2006/03/23 20:15:08 1.11
+++ deliantra/Deliantra/res/types.xml 2009/10/25 08:23:26 1.56
@@ -2,24 +2,15 @@
-
+
+
@@ -568,10 +800,10 @@
nature, thus adding magic attacktype to the spell-damage they produce.
A particularly nice feature of abilities is that they can hold two
- spells: One for short range- and one for long range use.
+ spells: One for short range - and one for long range use.
\n\n
You should know that spellcasting monsters receive abilities via
- <treasurelist>. ]]>
+ <treasurelist>.]]>
@@ -622,6 +854,66 @@
+
+
+
+
+
+ This flag controls whether the torch can be lit up again using
+ a lighter or whether it can only be used once, in which case
+ they can be enabled by simply applying them without any special tools.
+
+
+ This field specifies the burning duration of the torch.
+
+
+ This field sets the glow radius of the torch if it is enabled.
+ If you want to make a torch that is already burning set the
+ "glow radius" field.
+
+
+ If this field specyfies the cursed effect's level. If it is
+ 0 no cursed effect will be generate. See also the "cursed" flag.
+
+
+ Cursed torches, which have a level above 0, explode if the
+ player applies them.
+
+
+
+
+
+
+
+ This field is the speed of the lamp. (If the value 0.00208 is given
+ here the fuel field will specify the burning duration in minutes.)
+
+
+ This field sets the burning duration of the lamp, which depends on the speed
+ field of this object.
+
+
+ This field sets the glow radius of the lamp if it is enabled.
+ If you want to make a lamp that is already burning set the
+ "glow radius" field.
+
+
+ If this field specyfies the cursed effect's level. If it is
+ 0 no cursed effect will be generate. See also the "cursed" flag.
+
+
+ Cursed lamps, which have a level above 0, explode if the
+ player applies them.
+
+
+
+
@@ -630,7 +922,7 @@
When a player puts a defined number of certain items on the altar,
then either a spell is casted (on the player) or a connector is
triggered. If the latter is the case, the altar works only once.
- Either way, the sacrificed item disappears. ]]>
+ Either way, the sacrificed item disappears.]]>
&move_on;
@@ -638,9 +930,9 @@
This string specifies the item that must be put on the altar to
activate it. It can either be the name of an archetype, or directly
the name of an object. Yet, titles are not recognized by altars.
- Remember to put a note somewhere, telling the player what he is
- expected to drop on the altar. (Often this is put in the altar's
- name: E.g. "drop 100 platinums")
+ If you want the player to have to drop a specific amount of money use "money".
+ See also the "drop amount" attribute.
+ &match_compat;
The drop amount specifies the amount of items (specified
@@ -652,7 +944,7 @@
Note that the maximum possible for <drop amount> is 32767.
-
+
If a connection value is set, the altar will trigger all objects
with the same value, when activated. This will only work once.
@@ -676,7 +968,7 @@
connection activated), except for the fact that
- they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
+ they reset after usage. Hence, altar_triggers can be used infinitely.]]>
This string specifies the item that must be put on the altar to
activate it. It can either be the name of an archetype, or directly
the name of an object. Yet, titles are not recognized by altars.
- Remember to put a note somewhere, telling the player what he is
- expected to drop on the altar. (Often this is put in the altar's
- name: E.g. "drop 100 platinums")
+ If you want the player to have to drop a specific amount of money use "money".
+ See also the "drop amount" attribute.
+ &match_compat;
The drop amount specifies the amount of items (specified
@@ -708,7 +1000,7 @@
Note that the maximum possible for <drop amount> is 32767.
-
+
If a connection value is set, the altar will trigger all objects
with the same value, when activated. This will only work once.
@@ -742,14 +1034,30 @@
+
+
+
+
+
+ This field describes which skill the player will be able to use wearing this item.
+
+ &player_stat_resist_sections;
+
+
+ the player. Amulets are usually meant for protection and defense.]]>
This value defines the amount of armour-class bonus for wearing
@@ -770,7 +1078,7 @@
(like gifts from other players or cheated items).
It is very important to adjust the <item power> value carefully
- for every artifact you create! If zero/unset, the CF server will
+ for every artifact you create! If zero/unset, the Deliantra server will
calculate a provisional value at runtime, but this is never
going to be an accurate measurement of <item power>.
@@ -806,138 +1114,7 @@
Enabling this flag doesn't make any sense if the item
is NOT in a monster's inventory.
-
-
- This adds physical resistance to the item (= armour value). The number is
- a percent-value in the range 0-100. Treat this with CARE. Look at other maps
- and what they require to do for getting this-and-that artifact.
-
-
- This adds magic resistance to the item. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds fire resistance to the item. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds electricity resistance to the item. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds fire resistance to the item. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds confusion resistance to the item. The number is a percent-value in
- the range 0-100. Confusion resistance is not very effective
- unless the value comes close to 100 (= perfect immunity).
-
-
- This adds acid resistance to the item. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds draining resistance to the item. The number is a percent-value
- in the range 0-100. Draining resistance is little effective
- unless the value is 100 (= perfect immunity).
-
-
- This adds weaponmagic resistance to the item. The number is a percent-value in
- the range 0-100. Weaponmagic resistance generally should not exist on
- equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
- are not meant to be easily resisted.
-
-
- This adds ghosthit resistance to the item. The number is a percent-value
- in the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds poison resistance to the item. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds fear resistance to the item. The number is a percent-value in
- the range 0-100. Resistance to fear is pretty useless.
-
-
- This adds paralyze resistance to the item. The number is a percent-value in
- the range 0-100. Paralyze resistance is little effective
- unless the value is 100 (= perfect immunity).
-
-
- This adds fear resistance to the item. The number is a percent-value in
- the range 0-100. Resistance to fear is pretty useless.
-
-
- This adds depletion resistance to the item. The number is a percent-value
- in the range 0-100. Depletion resistance is little effective
- unless the value is 100 (= perfect immunity).
-
-
- This adds death-attack resistance to the item. The number is a
- percent-value in the range 0-100. Death-attack resistance is little
- effective unless the value is 100 (= perfect immunity).
- Generally, resistance to death-attack is not supposed to be
- available to players!
-
-
- This adds chaos resistance to the item. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
- Note that chaos is not a stand-alone attacktype. Chaos "contains" a
- combination of other attacktypes.
-
-
- This adds blinding resistance to the item. The number is a percent-value
- in the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds holy power resistance to the item. The number is a percent-value
- in the range 0-100. Holy power is the attacktype that holyword-type spells
- use to hurt undead creatures. This kind of resistance is only reasonable
- for undead players (wraith or devourer cult).
- Generally, resistance to holy word should not be available for players.
-
-
-
-
- The player's strentgh will rise/fall by the given value
- while wearing this piece of equipment.
-
-
- The player's dexterity will rise/fall by the given value
- while wearing this piece of equipment.
-
-
- The player's constitution will rise/fall by the given value
- while wearing this piece of equipment.
-
-
- The player's intelligence will rise/fall by the given value
- while wearing this piece of equipment.
-
-
- The player's power will rise/fall by the given value
- while wearing this piece of equipment.
-
-
- The player's wisdom will rise/fall by the given value while
- wearing this piece of equipment.
-
-
- The player's charisma will rise/fall by the given value
- while wearing this piece of equipment.
-
-
+ &player_stat_resist_sections;
With positive luck bonus, the player is more likely to
@@ -1035,7 +1212,7 @@
while on battleground. Acid, draining and depletion effects don't
work either.
When a player dies on battleground, he gets teleported to an exit
- location which is defined in the battleground object. ]]>
+ location which is defined in the battleground object.]]>
@@ -1062,9 +1239,33 @@
+
+
+
+
+
+
+
+ &movement_types_terrain;
+
+
+
+
+ Applying a book, the containing message is displayed to the player.]]>
If this value is set to be greater than zero, the player needs a
@@ -1090,6 +1291,29 @@
This is the key string of the book. The key string is checked by an inventory checker.
(This is used eg. for the gate/port passes in scorn)
+
+ If this flag is true the player won't be able to identify this
+ item with by using a skill.
+
+
+
+
+
+
+
+
+ A godgiven item vanishes as soon as the player
+ drops it to the ground.
+
+
+ Unique items exist only one time on a server. If the item
+ is taken, lost or destroyed - it's gone for good.
+
+
+ This is the item created after being inscribed - scrolls are treated
+ like spell scrolls, all else will have it's message replaced.
+
@@ -1098,11 +1322,11 @@
+ protection bonus.]]>
Boots with <speed bonus> will increase the player's walking speed
@@ -1128,11 +1352,11 @@
+ the player. Usually enhancing his defense.]]>
<magic bonus> works just like ac, except that it can be improved by
@@ -1146,11 +1370,11 @@
+ the player. Usually enhancing his defense.]]>
This poses a penalty to spell regeneration speed, for wearing the armour.
@@ -1176,7 +1400,7 @@
When a predefined amount of weigh is placed on a button, the
<connection> value is triggered. In most cases this happens when a
player or monster steps on it. When the button is "released", the
- <connection> value get's triggered a second time. ]]>
+ <connection> value get's triggered a second time.]]>
&move_on;
&move_off;
@@ -1185,7 +1409,7 @@
The button is pressed (triggered), as soon as
<press weigh> gram are placed ontop of it.
-
+
Every time the button is pressed or released, all objects
with the same <connection> value are activated.
@@ -1204,7 +1428,7 @@
+ <connection> value is triggered.]]>
@@ -1214,7 +1438,7 @@
+ Class changer are used while creating a character.]]>
This entry determines which initial items the character receives.
@@ -1257,11 +1481,11 @@
+ sometimes a bit of resistance.]]>
<magic bonus> works just like ac, except that it can be improved by
@@ -1276,7 +1500,7 @@
+ Applying a clock, the time is displayed to the player.]]>
This text may describe the item
@@ -1291,7 +1515,7 @@
container, depending on the settings.
A special feature of containers is the "cauldron",
- capable of mixing alchemical receipes. ]]>
+ capable of mixing alchemical receipes.]]>
If set, the container will hold only certain types of objects.
@@ -1366,7 +1590,7 @@
+ predefined exchange-ratio.]]>
@@ -1404,6 +1628,12 @@
This text may contain a description of the converter.
+
+ If the converter has this flag set the generated items will
+ be flagged as unpaid. Useful if you want to make a converter in a shop.
+ (For instance for 'dragon scale' to 'dragon shield' converters in some
+ armour shops.)
+
@@ -1414,11 +1644,12 @@
+ VERY useful for all kinds of map-mechanisms. They can even
+ periodically create things.]]>
@@ -1428,14 +1659,20 @@
one of the inventory items is duplicated. The duplicated item is randomly
chosen from all items present.
-
+
Whenever the connection value is activated,
the creator gets triggered.
-
- If <infinit uses> is set, the creator will work
+ &activate_on;
+
+ If <unlimited 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.
@@ -1463,14 +1700,12 @@
What is "unique" about them, compared to inv. checkers/ pedestals?
- First, detectors check their square for a match periodically, not
- instantly. Second, detectors check directly for object names. Third,
- detectors do not check the inventory of players/monsters. ]]>
+ instantly, so generate much higher server load
+ Second, detectors check directly for object names. Third,
+ detectors do not check the inventory of players/monsters.]]>
-
]]>
@@ -4282,7 +4297,7 @@
The <skill type> defines the base functionality of the skill.
- Skill types are hardcoded in the Crossfire server. It isn't hard to
+ Skill types are hardcoded in the Deliantra server. It isn't hard to
create new skill types, but it requires a bit of server-coding.
@@ -4301,13 +4316,13 @@
+ contained skill.]]>
+ skill scrolls rewarded at the end.]]>
@@ -4327,7 +4342,7 @@
This object-type can also be used for "passport"-like items:
When walking onto an invetory checker, a gate for example might
- get opened. The "passport" will stay in the player's inventory. ]]>
+ get opened. The "passport" will stay in the player's inventory.]]>
+ a "strange key", or "passport".]]>
This string must be identical with the <key string> in the
@@ -4383,7 +4398,7 @@
of the player, spells may gain power but also increase cost.
Monsters can use spells which are put in their inventory (provided
that certain "enabling" settings are correct). The monster's
- <treasurelist> can also be used to provide it with spells. ]]>
+ <treasurelist> can also be used to provide it with spells.]]>
+ quite important therefore.]]>
@@ -4433,7 +4448,7 @@
spell object in the spellbooks inventory. Refer to the description
of spell objects for detailed information how to customize spells.
If you want to have a random spellbook instead, choose a <treasurelist>
- with a compilation of spells that the book may contain. ]]>
+ with a compilation of spells that the book may contain.]]>
+ for your spells.]]>
@@ -4473,7 +4488,7 @@
Spinners change the direction of spell objects and other projectiles
that fly past. Unlike directors, it does make a difference from what
angle you shoot into the spinner. The direction of objects flying past
- is always changed by a certain degree. ]]>
+ is always changed by a certain degree.]]>
+ projectiles from magic walls don't get to fly in loops.]]>
The spinner will change the direction of flying objects by
@@ -4505,7 +4520,7 @@
he will start to sink in and eventually drown and die.
Items dropped on the swamp sink in and dissapear.
Players with knowledge of the woodsman skill are a lot less likely
- to die in the swamp. ]]>
+ to die in the swamp.]]>
@@ -4514,6 +4529,7 @@
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;
@@ -4538,7 +4554,7 @@
Sometimes teleporters are activated even against the players will.
Unlike exits, teleporters can also transfer items and
- monsters to different locations on the same map. ]]>
+ monsters to different locations on the same map.]]>
+ set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
The exit path specifies the map that the player is transferred to.
@@ -4595,11 +4611,12 @@
please DO NOT use that. It turned out to be a source for numerous
map-bugs.
-
+
If a connection value is set, the teleporter will be activated
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 +4627,7 @@
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;
@@ -4618,7 +4636,7 @@
magic_ear)
or carrying special key-objects (-> inventory checker).
Unlike locked doors, gates can get shut again after a player has
@@ -4629,15 +4647,16 @@
+ maps more complex than "one-way".]]>
-
+
Whenever the inventory checker is triggered, all objects with identical
<connection> value get activated. This only makes sense together with
<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 +4697,11 @@
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;
@@ -4708,7 +4727,7 @@
This attribute defines what attacktype to use for direct damage when
the trap detonates.
-
+
When the trap is detonated, all objects with the same
connection value get activated.
@@ -4730,12 +4749,12 @@
trapdoor determines weither it slams the trapdoor open and falls through
or not.
Once a trapdoor has been opened (by a creature or items of sufficient
- weight,) it remains open, acting like an opened pit. ]]>
+ weight,) it remains open, acting like an opened pit.]]>
+ are not supposed to be used to randomly interconnect maps like teleporters.]]>
&move_on;
@@ -4771,7 +4790,7 @@
+ into the game.]]>
+ (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
This entry determines what kind of treasure will appear. Look into
@@ -4822,7 +4841,7 @@
checkers. It is also possible to use markers for removing marks again.
Note that the player has no possibility to "see" his own marks,
- except by the effect that they cause on the maps. ]]>
+ except by the effect that they cause on the maps.]]>
Please avoid infinite markers when they aren't needed. They're
using a little space in the player file after all, so if there
- is no real purpose, set an expire time. ]]>
+ is no real purpose, set an expire time.]]>
@@ -4841,7 +4860,7 @@
If the player already has a force with that <key string>,
there won't be inserted a second one.
-
+
Unlike a regular marker this is the connection that triggers this marker to activate.
@@ -4872,7 +4891,7 @@
-
+
@@ -4882,7 +4901,7 @@
+ Walls usually block passage and sight.]]>
&movement_types_terrain;
@@ -4905,7 +4924,7 @@
Wands contain a certain spell. The player can apply (ready) and
fire the wand. After a defined number of casts, the wand is
"used up". It is possible to recharge a wand with scrolls of
- charging, but usually that isn't worth the cost. ]]>
+ charging, but usually that isn't worth the cost.]]>
For low levels, staffs of healing/cure and word of recall are
- quite desirable though. Ideal rewards for low level quests. ]]>
+ quite desirable though. Ideal rewards for low level quests.]]>
The <spell> specifies the contained spell.
@@ -4949,7 +4968,7 @@
+ for a small crack or little chunks of wall on the ground.]]>
+ hard to destroy.]]>
@@ -4989,50 +5008,7 @@
Weak walls of high <armour class> are less likely to get hit.
<armour class> can be considered the "counterpiece" to <weapon class>.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+ &resistances_basic;
@@ -5040,12 +5016,12 @@
+ be improved with scrolls.]]>
+ fighting AND questing.]]>
This number is a bitmask, specifying the weapon's attacktypes.
@@ -5110,7 +5086,7 @@
(like gifts from other players or cheated items).
It is very important to adjust the <item power> value carefully
- for every artifact you create! If zero/unset, the CF server will
+ for every artifact you create! If zero/unset, the Deliantra server will
calculate a provisional value at runtime, but this is never
going to be an accurate measurement of <item power>.
@@ -5140,138 +5116,7 @@
A godgiven item vanishes as soon as the player
drops it to the ground.
-
-
- This adds physical resistance to the weapon (= armour value). The number is
- a percent-value in the range 0-100. Treat this with CARE. Look at other maps
- and what they require to do for getting this-and-that artifact.
-
-
- This adds magic resistance to the weapon. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds fire resistance to the weapon. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds electricity resistance to the weapon. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds fire resistance to the weapon. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds confusion resistance to the weapon. The number is a percent-value in
- the range 0-100. Confusion resistance is not very effective
- unless the value comes close to 100 (= perfect immunity).
-
-
- This adds acid resistance to the weapon. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds draining resistance to the weapon. The number is a percent-value
- in the range 0-100. Draining resistance is little effective
- unless the value is 100 (= perfect immunity).
-
-
- This adds weaponmagic resistance to the weapon. The number is a percent-value in
- the range 0-100. Weaponmagic resistance generally should not exist on
- equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
- are not meant to be easily resisted.
-
-
- This adds ghosthit resistance to the weapon. The number is a percent-value
- in the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds poison resistance to the weapon. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds fear resistance to the weapon. The number is a percent-value in
- the range 0-100. Resistance to fear is pretty useless.
-
-
- This adds paralyze resistance to the weapon. The number is a percent-value in
- the range 0-100. Paralyze resistance is little effective
- unless the value is 100 (= perfect immunity).
-
-
- This adds fear resistance to the weapon. The number is a percent-value in
- the range 0-100. Resistance to fear is pretty useless.
-
-
- This adds depletion resistance to the weapon. The number is a percent-value
- in the range 0-100. Depletion resistance is little effective
- unless the value is 100 (= perfect immunity).
-
-
- This adds death-attack resistance to the weapon. The number is a
- percent-value in the range 0-100. Death-attack resistance is little
- effective unless the value is 100 (= perfect immunity).
- Generally, resistance to death-attack is not supposed to be
- available to players!
-
-
- This adds chaos resistance to the weapon. The number is a percent-value in
- the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
- Note that chaos is not a stand-alone attacktype. Chaos "contains" a
- combination of other attacktypes.
-
-
- This adds blinding resistance to the weapon. The number is a percent-value
- in the range 0-100. Treat this with CARE. Look at other maps and what they
- require to do for getting this-and-that artifact.
-
-
- This adds holy power resistance to the weapon. The number is a percent-value
- in the range 0-100. Holy power is the attacktype that holyword-type spells
- use to hurt undead creatures. This kind of resistance is only reasonable
- for undead players (wraith or devourer cult).
- Generally, resistance to holy word should not be available for players.
-
-
-
-
- The player's strentgh will rise/fall by the given value
- while wearing this weapon.
-
-
- The player's dexterity will rise/fall by the given value
- while wearing this weapon.
-
-
- The player's constitution will rise/fall by the given value
- while wearing this weapon.
-
-
- The player's intelligence will rise/fall by the given value
- while wearing this weapon.
-
-
- The player's power will rise/fall by the given value
- while wearing this weapon.
-
-
- The player's wisdom will rise/fall by the given value while
- wearing this weapon.
-
-
- The player's charisma will rise/fall by the given value
- while wearing this weapon.
-
-
+ &player_stat_resist_sections;
With positive luck bonus, the player is more likely to
@@ -5360,23 +5205,8 @@
+ a crossfire plug-in. They are not used at all in Deliantra.]]>
-
- The type of event that triggers a notify to the plug-in.
-
-
- The name of the plug-in that should be notified of the event, e.g. "cfpython"
- for python and "perl" for the Crossfire-Perl plug-in.
-
-
- The name of the extension to invoke (for python, this is the path to a script,
- for perl this is the name of a extension package without the ".ext" extension.
-
-
- A string that is passed unaltered to the extension above. Often used to pass
- options to the extension that alter its behaviour.
-