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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.15 by elmex, Tue Aug 8 20:29:31 2006 UTC vs.
Revision 1.17 by elmex, Wed Aug 9 21:21:53 2006 UTC

156 than 0, the object acts/triggers/moves etc. and the value gets 156 than 0, the object acts/triggers/moves etc. and the value gets
157 decremented by 1. Otherwise, it is incremented by <speed> on 157 decremented by 1. Otherwise, it is incremented by <speed> on
158 every tick. 158 every tick.
159 </attribute> 159 </attribute>
160 "> 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 ">
161]> 169]>
162 170
163<types> 171<types>
164 172
165<!--###################### bitmask definitions ######################--> 173<!--###################### bitmask definitions ######################-->
1437 </attribute> 1445 </attribute>
1438 <attribute arch="connected" editor="connection" type="int"> 1446 <attribute arch="connected" editor="connection" type="int">
1439 Whenever the connection value is activated, 1447 Whenever the connection value is activated,
1440 the creator gets triggered. 1448 the creator gets triggered.
1441 </attribute> 1449 </attribute>
1450 &activate_on;
1442 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1451 <attribute arch="lifesave" editor="infinit uses" type="bool">
1443 If &lt;infinit uses&gt; is set, the creator will work 1452 If &lt;infinit uses&gt; is set, the creator will work
1444 infinitely, regardless of the value in &lt;number of uses&gt;. 1453 infinitely, regardless of the value in &lt;number of uses&gt;.
1445 </attribute> 1454 </attribute>
1446 <attribute arch="hp" editor="number of uses" type="int"> 1455 <attribute arch="hp" editor="number of uses" type="int">
1749 loose the input matches the chance to earn winnings.<br> 1758 loose the input matches the chance to earn winnings.<br>
1750 A duplicator with &lt;multiply factor&gt; 3 for example should have a 1759 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1751 loosing rate of 2/3 = 67%. ]]> 1760 loosing rate of 2/3 = 67%. ]]>
1752 </use> 1761 </use>
1753 <attribute arch="other_arch" editor="target arch" type="string"> 1762 <attribute arch="other_arch" editor="target arch" type="string">
1754 Only objects of matching archtype, lying ontop of the dublicator will be 1763 Only objects of matching archtype, lying ontop of the duplicator will be
1755 dublicated, multiplied or removed. All other objects will be ignored. 1764 duplicated, multiplied or removed. All other objects will be ignored.
1756 </attribute> 1765 </attribute>
1757 <attribute arch="level" editor="multiply factor" type="int"> 1766 <attribute arch="level" editor="multiply factor" type="int">
1758 The number of items in the target pile will be multiplied by the 1767 The number of items in the target pile will be multiplied by the
1759 &lt;multiply factor&gt;. If it is set to zero, all target objects 1768 &lt;multiply factor&gt;. If it is set to zero, all target objects
1760 will be destroyed. 1769 will be destroyed.
1762 <attribute arch="connected" editor="connection" type="int"> 1771 <attribute arch="connected" editor="connection" type="int">
1763 An activator (lever, altar, button, etc) with matching connection value 1772 An activator (lever, altar, button, etc) with matching connection value
1764 is able to trigger this duplicator. Be very careful that players cannot 1773 is able to trigger this duplicator. Be very careful that players cannot
1765 abuse it to create endless amounts of money or other valuable stuff! 1774 abuse it to create endless amounts of money or other valuable stuff!
1766 </attribute> 1775 </attribute>
1776 &activate_on;
1767</type> 1777</type>
1768 1778
1769<!--####################################################################--> 1779<!--####################################################################-->
1770<type number="66" name="Exit"> 1780<type number="66" name="Exit">
1771 <ignore> 1781 <ignore>
2336 <attribute arch="level" editor="reconsecrate level" type="int"> 2346 <attribute arch="level" editor="reconsecrate level" type="int">
2337 To re-consecrate an altar, the player's wisdom level must be as 2347 To re-consecrate an altar, the player's wisdom level must be as
2338 high or higher than this value. In that way, some altars can not 2348 high or higher than this value. In that way, some altars can not
2339 be re-consecrated, while other altars, like those in dungeons, could be. 2349 be re-consecrated, while other altars, like those in dungeons, could be.
2340 2350
2341 Altars located in temples should have at least &lt;reconsecrate level&gt; 100. 2351 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2342 Some characters might need those altars, they would be very unhappy to 2352 Some characters might need those altars, they would be very unhappy to
2343 see them re-consecrated to another cult. 2353 see them re-consecrated to another cult.
2344 </attribute> 2354 </attribute>
2345</type> 2355</type>
2346 2356
2693 <attribute arch="connected" editor="connection" type="int"> 2703 <attribute arch="connected" editor="connection" type="int">
2694 Every time the &lt;connection&gt; value is triggered, the wall will cast 2704 Every time the &lt;connection&gt; value is triggered, the wall will cast
2695 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2705 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2696 have much visible effect. 2706 have much visible effect.
2697 </attribute> 2707 </attribute>
2708 &activate_on;
2698 <attribute arch="speed" editor="casting speed" type="float"> 2709 <attribute arch="speed" editor="casting speed" type="float">
2699 The &lt;casting speed&gt; defines the spellcasting speed of the wall. 2710 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2700 You can fine-tune how long the duration between two casts shall 2711 You can fine-tune how long the duration between two casts shall
2701 be. If you want to create a wall that can be activated (cast per 2712 be. If you want to create a wall that can be activated (cast per
2702 trigger) via connected lever/button/etc, you must set "speed 0". 2713 trigger) via connected lever/button/etc, you must set "speed 0".
3484 <attribute arch="no_pick" value="1" type="fixed" /> 3495 <attribute arch="no_pick" value="1" type="fixed" />
3485 <attribute arch="connected" editor="connection" type="int"> 3496 <attribute arch="connected" editor="connection" type="int">
3486 When a &lt;connection&gt; value is set, the pit can be opened/closed 3497 When a &lt;connection&gt; value is set, the pit can be opened/closed
3487 by activating the connection. 3498 by activating the connection.
3488 </attribute> 3499 </attribute>
3500 &activate_on;
3489 <attribute arch="hp" editor="destination X" type="int"> 3501 <attribute arch="hp" editor="destination X" type="int">
3490 The pit will transport creatures (and items) randomly into a two-square 3502 The pit will transport creatures (and items) randomly into a two-square
3491 radius of the destination coordinates. 3503 radius of the destination coordinates.
3492 If the destination square becomes blocked, the pit will act like 3504 If the destination square becomes blocked, the pit will act like
3493 being filled up and not work anymore! 3505 being filled up and not work anymore!
4009</type> 4021</type>
4010 4022
4011<!--####################################################################--> 4023<!--####################################################################-->
4012<type number="14" name="Shooting Weapon"> 4024<type number="14" name="Shooting Weapon">
4013 <description><![CDATA[ 4025 <description><![CDATA[
4014 Schooting weapons like bows/crossbows are used to shoot projectiles 4026 Shooting weapons like bows/crossbows are used to shoot projectiles
4015 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 4027 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4016 wielded both at the same time. Like with any other equipment, 4028 wielded both at the same time. Like with any other equipment,
4017 stats/bonuses from shooting weapons are directly inherited to the player. 4029 stats/bonuses from shooting weapons are directly inherited to the player.
4018 <br><br> 4030 <br><br>
4019 It's very easy to add new pairs of weapons &amp; projectiles. 4031 It's very easy to add new pairs of weapons &amp; projectiles.
4021 weapon and projectile. ]]> 4033 weapon and projectile. ]]>
4022 </description> 4034 </description>
4023 <use><![CDATA[ 4035 <use><![CDATA[
4024 Shooting weapons should not add bonuses in general. There's already 4036 Shooting weapons should not add bonuses in general. There's already
4025 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 4037 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4026 Schooting weapons should especially not add bonuses to the player 4038 Shooting weapons should especially not add bonuses to the player
4027 that have nothing to do with schooting. A Wisdom bonus on a bow 4039 that have nothing to do with schooting. A Wisdom bonus on a bow
4028 is crap for example! A name like "Longbow of great Wisdom" doesn't help 4040 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4029 - still crap. ]]> 4041 - still crap. ]]>
4030 </use> 4042 </use>
4031 <attribute arch="race" editor="ammunition class" type="string"> 4043 <attribute arch="race" editor="ammunition class" type="string">
4239 the connection is triggered. This should be used in combination with 4251 the connection is triggered. This should be used in combination with
4240 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4252 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4241 If activating your magic_mouth this way, the message will not only be 4253 If activating your magic_mouth this way, the message will not only be
4242 printed to one player, but all players on the current map. 4254 printed to one player, but all players on the current map.
4243 </attribute> 4255 </attribute>
4256 &activate_on;
4244 &move_on; 4257 &move_on;
4245 <attribute arch="food" editor="counter" type="int"> 4258 <attribute arch="food" editor="counter" type="int">
4246 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4259 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4247 (printing the message) only that many times. For signs this really shouldn't 4260 (printing the message) only that many times. For signs this really shouldn't
4248 be used, while for magic_mouths it is extremely helpful. 4261 be used, while for magic_mouths it is extremely helpful.
4620 <attribute arch="connected" editor="connection" type="int"> 4633 <attribute arch="connected" editor="connection" type="int">
4621 If a connection value is set, the teleporter will be activated 4634 If a connection value is set, the teleporter will be activated
4622 whenever the connection is triggered. To use this properly, 4635 whenever the connection is triggered. To use this properly,
4623 &lt;activation speed&gt; must be zero. 4636 &lt;activation speed&gt; must be zero.
4624 </attribute> 4637 </attribute>
4638 &activate_on;
4625 <attribute arch="speed" editor="activation speed" type="float"> 4639 <attribute arch="speed" editor="activation speed" type="float">
4626 If the &lt;activation speed&gt; is nonzero, the teleporter will 4640 If the &lt;activation speed&gt; is nonzero, the teleporter will
4627 automatically be activated in regular time-intervals. Hence, the 4641 automatically be activated in regular time-intervals. Hence, the
4628 player can just step on it and gets teleported sooner or later. 4642 player can just step on it and gets teleported sooner or later.
4629 The duration between two activates depends on the given value. 4643 The duration between two activates depends on the given value.
4659 Whenever the inventory checker is triggered, all objects with identical 4673 Whenever the inventory checker is triggered, all objects with identical
4660 &lt;connection&gt; value get activated. This only makes sense together with 4674 &lt;connection&gt; value get activated. This only makes sense together with
4661 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4675 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4662 after some time. 4676 after some time.
4663 </attribute> 4677 </attribute>
4678 &activate_on;
4664 <attribute arch="wc" editor="position state" type="int"> 4679 <attribute arch="wc" editor="position state" type="int">
4665 The &lt;position state&gt; defines the position of the gate: 4680 The &lt;position state&gt; defines the position of the gate:
4666 Zero means completely open/down, the "number of animation-steps" (usually 4681 Zero means completely open/down, the "number of animation-steps" (usually
4667 about 6 or 7) means completely closed/up state. I suggest you don't 4682 about 6 or 7) means completely closed/up state. I suggest you don't
4668 mess with this value - Leave the default in place. 4683 mess with this value - Leave the default in place.

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