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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.41 by elmex, Sun Oct 5 13:52:33 2008 UTC vs.
Revision 1.44 by root, Thu Jan 8 01:26:55 2009 UTC

700 If an item is identified, the player has full knowledge about it. 700 If an item is identified, the player has full knowledge about it.
701 </attribute> 701 </attribute>
702 <attribute arch="unpaid" editor="unpaid" type="bool"> 702 <attribute arch="unpaid" editor="unpaid" type="bool">
703 An &lt;unpaid&gt; item cannot be used unless a player carried it over 703 An &lt;unpaid&gt; item cannot be used unless a player carried it over
704 a shop mat, paying the demanded price. Setting this flag makes sense 704 a shop mat, paying the demanded price. Setting this flag makes sense
705 usually only for pickable items inside shops. Converters can also 705 only for pickable items inside shops.
706 have this flag set to make all output unpaid.
707 </attribute> 706 </attribute>
708 <attribute arch="sound" editor="sound" type="string"> 707 <attribute arch="sound" editor="sound" type="string">
709 The sound this objects makes on a map. Enter either a sound alias from 708 The sound this objects makes on a map. Enter either a sound alias from
710 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this 709 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
711 field it will point to sound/&lt;path&gt;.ext 710 field it will point to sound/&lt;path&gt;.ext
1219 </attribute> 1218 </attribute>
1220 <attribute arch="slaying" editor="key string" type="string"> 1219 <attribute arch="slaying" editor="key string" type="string">
1221 This is the key string of the book. The key string is checked by an inventory checker. 1220 This is the key string of the book. The key string is checked by an inventory checker.
1222 (This is used eg. for the gate/port passes in scorn) 1221 (This is used eg. for the gate/port passes in scorn)
1223 </attribute> 1222 </attribute>
1223 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1224 If this flag is true the player won't be able to identify this
1225 item with by using a skill.
1226 </attribute>
1224</type> 1227</type>
1225 1228
1226<!--####################################################################--> 1229<!--####################################################################-->
1227<type number="99" name="Boots"> 1230<type number="99" name="Boots">
1228 <import_type name="Amulet" /> 1231 <import_type name="Amulet" />
1489 <ignore> 1492 <ignore>
1490 <attribute arch="value" /> 1493 <attribute arch="value" />
1491 <attribute arch="nrof" /> 1494 <attribute arch="nrof" />
1492 <attribute arch="name_pl" /> 1495 <attribute arch="name_pl" />
1493 <attribute arch="no_pick" /> 1496 <attribute arch="no_pick" />
1497 <attribute arch="unpaid" />
1494 <attribute arch="title" /> 1498 <attribute arch="title" />
1495 </ignore> 1499 </ignore>
1496 <description><![CDATA[ 1500 <description><![CDATA[
1497 Converters are like "exchange tables". When the player drops a 1501 Converters are like "exchange tables". When the player drops a
1498 specific type of items, they get converted into other items, at a 1502 specific type of items, they get converted into other items, at a
1532 of &lt;receive arch&gt;. 1536 of &lt;receive arch&gt;.
1533 </attribute> 1537 </attribute>
1534 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1538 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1535 This text may contain a description of the converter. 1539 This text may contain a description of the converter.
1536 </attribute> 1540 </attribute>
1537 <attribute arch="unpaid" editor="unpaid" type="bool"> 1541 <attribute arch="precious" editor="output unpaid" type="bool">
1538 If the converter is marked as &lt;unpaid&gt; the generated item's will 1542 If the converter has this flag set the generated items will
1539 be flagged as unpaid. Useful if you want to make a converter in a shop. 1543 be flagged as unpaid. Useful if you want to make a converter in a shop.
1540 (For instance for 'dragon scale' to 'dragon shield' converters in some 1544 (For instance for 'dragon scale' to 'dragon shield' converters in some
1541 armour shops.) 1545 armour shops.)
1542 </attribute> 1546 </attribute>
1543</type> 1547</type>
1633 &speed_left; 1637 &speed_left;
1634 <attribute arch="speed_left" editor="speed left" type="float"> 1638 <attribute arch="speed_left" editor="speed left" type="float">
1635 The speed left. This value is incremented by &lt;speed&gt; on every tick. 1639 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1636 If it is larger than 0, the detector checks, and the speed is decremented 1640 If it is larger than 0, the detector checks, and the speed is decremented
1637 by 1. 1641 by 1.
1642 </attribute>
1643</type>
1644
1645<!--####################################################################-->
1646<type number="164" name="Map Script">
1647 <ignore>
1648 <ignore_list name="system_object" />
1649 </ignore>
1650 <description><![CDATA[
1651 The map script object is a very special object that can react to connected
1652 events and executes a perl script.
1653 ]]>
1654 </description>
1655 <use><![CDATA[
1656 The perl script gets passed an $activator object and can use the set/get/find/timer functions
1657 to react to/trigger other objects.
1658 ]]>
1659 </use>
1660 <attribute arch="connected" editor="connection" type="int">
1661 When the map script object is triggered, it will execute
1662 the perl script with the triggering object as $activator.
1663 </attribute>
1664 &activate_on;
1665 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1666 This perl script will be executed each time the objetc is triggered.
1638 </attribute> 1667 </attribute>
1639</type> 1668</type>
1640 1669
1641<!--####################################################################--> 1670<!--####################################################################-->
1642<type number="112" name="Director"> 1671<type number="112" name="Director">

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