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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.44 by root, Thu Jan 8 01:26:55 2009 UTC vs.
Revision 1.49 by root, Wed Oct 7 19:55:55 2009 UTC

674 usually inevitable. 674 usually inevitable.
675 </attribute> 675 </attribute>
676 <attribute arch="glow_radius" editor="glow radius" type="int"> 676 <attribute arch="glow_radius" editor="glow radius" type="int">
677 If &lt;glow radius&gt; is set to a value greater zero, the object 677 If &lt;glow radius&gt; is set to a value greater zero, the object
678 appears lit up on dark maps. &lt;glow radius&gt; can be a value 678 appears lit up on dark maps. &lt;glow radius&gt; can be a value
679 between 0 and 4, the higher, the more light does the object emit. 679 between 0 and 9, the higher, the more light does the object emit.
680 </attribute> 680 </attribute>
681 <attribute arch="material" editor="material" type="bitmask_material"> 681 <attribute arch="material" editor="material" type="bitmask_material">
682 This bitmask-value informs the player of which material(s) the 682 This bitmask-value informs the player of which material(s) the
683 object consists. Material does also affect how likely the object 683 object consists. Material does also affect how likely the object
684 can be destroyed by hazardous spell-effects. 684 can be destroyed by hazardous spell-effects.
692 Putting an invisible object under the floor always prevents it from being 692 Putting an invisible object under the floor always prevents it from being
693 shown. 693 shown.
694 </attribute> 694 </attribute>
695 <attribute arch="blocksview" editor="block view" type="bool"> 695 <attribute arch="blocksview" editor="block view" type="bool">
696 If an item is set to block view, players (and monsters) cannot 696 If an item is set to block view, players (and monsters) cannot
697 see byond it unless they cross it or manage to stand ontop. 697 see beyond it unless they cross it or manage to stand ontop.
698 </attribute> 698 </attribute>
699 <attribute arch="identified" editor="identified" type="bool"> 699 <attribute arch="identified" editor="identified" type="bool">
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">
843 Note that non-magical abilities are more dangerous because 843 Note that non-magical abilities are more dangerous because
844 magic resistance does not protect from those.</attribute> 844 magic resistance does not protect from those.</attribute>
845</type> 845</type>
846 846
847<!--####################################################################--> 847<!--####################################################################-->
848
849<type number="81" name="Torch">
850 <description><![CDATA[
851 Torches are a special kind of Lamp, they are worn out by repeatedly
852 lightening them up (when the is_lightable flag is set) and otherwise
853 they can only be used once.]]>
854 </description>
855 <attribute arch="food" editor="burning duration" type="int">
856 This field specifies the burning duration of the torch.
857 </attribute>
858 <attribute arch="range" editor="enabled glow radius" type="int">
859 This field sets the glow radius of the torch if it is enabled.
860 If you want to make a torch that is already burning set the
861 "glow radius" field.
862 </attribute>
863 <attribute arch="level" editor="level" type="int">
864 If this field specyfies the cursed effect's level. If it is
865 0 no cursed effect will be generate. See also the "cursed" flag.
866 </attribute>
867 <attribute arch="cursed" editor="cursed" type="bool">
868 Cursed torches, which have a level above 0, explode if the
869 player applies them.
870 </attribute>
871</type>
872
873<type number="82" name="Lamp">
874 <description><![CDATA[
875 Lamps are carryable light sources for players with a fuel tank.]]>
876 </description>
877 <attribute arch="speed" editor="burn speed" type="float">
878 This field is the speed of the lamp. (If the value 0.00208 is given
879 here the fuel field will specify the burning duration in minutes.)
880 </attribute>
881 <attribute arch="food" editor="fuel" type="int">
882 This field sets the burning duration of the lamp, which depends on the speed
883 field of this object.
884 </attribute>
885 <attribute arch="range" editor="enabled glow radius" type="int">
886 This field sets the glow radius of the lamp if it is enabled.
887 If you want to make a lamp that is already burning set the
888 "glow radius" field.
889 </attribute>
890 <attribute arch="level" editor="level" type="int">
891 If this field specyfies the cursed effect's level. If it is
892 0 no cursed effect will be generate. See also the "cursed" flag.
893 </attribute>
894 <attribute arch="cursed" editor="cursed" type="bool">
895 Cursed lamps, which have a level above 0, explode if the
896 player applies them.
897 </attribute>
898</type>
899
900<!--####################################################################-->
848<type number="18" name="Altar"> 901<type number="18" name="Altar">
849 <ignore> 902 <ignore>
850 <ignore_list name="non_pickable" /> 903 <ignore_list name="non_pickable" />
851 </ignore> 904 </ignore>
852 <description><![CDATA[ 905 <description><![CDATA[
872 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 925 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
873 200 silver, 20 gold, or 4 platinum will all work.) 926 200 silver, 20 gold, or 4 platinum will all work.)
874 927
875 Note that the maximum possible for &lt;drop amount&gt; is 32767. 928 Note that the maximum possible for &lt;drop amount&gt; is 32767.
876 </attribute> 929 </attribute>
877 <attribute arch="connected" editor="connection" type="int"> 930 <attribute arch="connected" editor="connection" type="string">
878 If a connection value is set, the altar will trigger all objects 931 If a connection value is set, the altar will trigger all objects
879 with the same value, when activated. This will only work once. 932 with the same value, when activated. This will only work once.
880 </attribute> 933 </attribute>
881 <attribute arch="sp" editor="spell" type="spell"> 934 <attribute arch="sp" editor="spell" type="spell">
882 When activated, the selected &lt;spell&gt; will be casted (once, on the 935 When activated, the selected &lt;spell&gt; will be casted (once, on the
927 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 980 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
928 200 silver, 20 gold, or 4 platinum will all work.) 981 200 silver, 20 gold, or 4 platinum will all work.)
929 982
930 Note that the maximum possible for &lt;drop amount&gt; is 32767. 983 Note that the maximum possible for &lt;drop amount&gt; is 32767.
931 </attribute> 984 </attribute>
932 <attribute arch="connected" editor="connection" type="int"> 985 <attribute arch="connected" editor="connection" type="string">
933 If a connection value is set, the altar will trigger all objects 986 If a connection value is set, the altar will trigger all objects
934 with the same value, when activated. This will only work once. 987 with the same value, when activated. This will only work once.
935 </attribute> 988 </attribute>
936 <attribute arch="sp" editor="spell" type="spell"> 989 <attribute arch="sp" editor="spell" type="spell">
937 When activated, this &lt;spell&gt; will be casted (once, on the player). 990 When activated, this &lt;spell&gt; will be casted (once, on the player).
1225 item with by using a skill. 1278 item with by using a skill.
1226 </attribute> 1279 </attribute>
1227</type> 1280</type>
1228 1281
1229<!--####################################################################--> 1282<!--####################################################################-->
1283<type number="110" name="Inscribable">
1284 <description><![CDATA[
1285 Inscribable Item - when inscribed, it becomes another object.]]>
1286 </description>
1287 <attribute arch="startequip" editor="godgiven item" type="bool">
1288 A godgiven item vanishes as soon as the player
1289 drops it to the ground.
1290 </attribute>
1291 <attribute arch="unique" editor="unique item" type="bool">
1292 Unique items exist only one time on a server. If the item
1293 is taken, lost or destroyed - it's gone for good.
1294 </attribute>
1295 <attribute arch="other_arch" editor="book/scroll arch" type="string">
1296 This is the item created after being inscribed - scrolls are treated
1297 like spell scrolls, all else will have it's message replaced.
1298 </attribute>
1299</type>
1300
1301<!--####################################################################-->
1230<type number="99" name="Boots"> 1302<type number="99" name="Boots">
1231 <import_type name="Amulet" /> 1303 <import_type name="Amulet" />
1232 <description><![CDATA[ 1304 <description><![CDATA[
1233 Wearing boots, the object's stats will directly be inherited to 1305 Wearing boots, the object's stats will directly be inherited to
1234 the player. Usually enhancing his speed, or granting some minor 1306 the player. Usually enhancing his speed, or granting some minor
1317 <attribute arch="no_pick" value="1" type="fixed" /> 1389 <attribute arch="no_pick" value="1" type="fixed" />
1318 <attribute arch="weight" editor="press weight" type="int"> 1390 <attribute arch="weight" editor="press weight" type="int">
1319 The button is pressed (triggered), as soon as 1391 The button is pressed (triggered), as soon as
1320 &lt;press weigh&gt; gram are placed ontop of it. 1392 &lt;press weigh&gt; gram are placed ontop of it.
1321 </attribute> 1393 </attribute>
1322 <attribute arch="connected" editor="connection" type="int"> 1394 <attribute arch="connected" editor="connection" type="string">
1323 Every time the button is pressed or released, all objects 1395 Every time the button is pressed or released, all objects
1324 with the same &lt;connection&gt; value are activated. 1396 with the same &lt;connection&gt; value are activated.
1325 </attribute> 1397 </attribute>
1326 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1398 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1327 This text may describe the item. You can use this 1399 This text may describe the item. You can use this
1567 You can choose any of the existing arches. 1639 You can choose any of the existing arches.
1568 This field is ignored if the creator has items in inventory. In this case 1640 This field is ignored if the creator has items in inventory. In this case
1569 one of the inventory items is duplicated. The duplicated item is randomly 1641 one of the inventory items is duplicated. The duplicated item is randomly
1570 chosen from all items present. 1642 chosen from all items present.
1571 </attribute> 1643 </attribute>
1572 <attribute arch="connected" editor="connection" type="int"> 1644 <attribute arch="connected" editor="connection" type="string">
1573 Whenever the connection value is activated, 1645 Whenever the connection value is activated,
1574 the creator gets triggered. 1646 the creator gets triggered.
1575 </attribute> 1647 </attribute>
1576 &activate_on; 1648 &activate_on;
1577 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1649 <attribute arch="lifesave" editor="infinit uses" type="bool">
1623 <attribute arch="slaying" editor="match name" type="string"> 1695 <attribute arch="slaying" editor="match name" type="string">
1624 &lt;match name&gt; specifies the name of the object we are looking for. 1696 &lt;match name&gt; specifies the name of the object we are looking for.
1625 Actually it does also check for the &lt;key string&gt; in key-objects, 1697 Actually it does also check for the &lt;key string&gt; in key-objects,
1626 but for this case inventory checkers are often more powerful to use. 1698 but for this case inventory checkers are often more powerful to use.
1627 </attribute> 1699 </attribute>
1628 <attribute arch="connected" editor="connection" type="int"> 1700 <attribute arch="connected" editor="connection" type="string">
1629 When the detector is triggered, all objects with the same 1701 When the detector is triggered, all objects with the same
1630 connection value get activated. 1702 connection value get activated.
1631 </attribute> 1703 </attribute>
1632 <attribute arch="speed" editor="detection speed" type="float"> 1704 <attribute arch="speed" editor="detection speed" type="float">
1633 This value defines the time between two detector-checks. 1705 This value defines the time between two detector-checks.
1655 <use><![CDATA[ 1727 <use><![CDATA[
1656 The perl script gets passed an $activator object and can use the set/get/find/timer functions 1728 The perl script gets passed an $activator object and can use the set/get/find/timer functions
1657 to react to/trigger other objects. 1729 to react to/trigger other objects.
1658 ]]> 1730 ]]>
1659 </use> 1731 </use>
1660 <attribute arch="connected" editor="connection" type="int"> 1732 <attribute arch="connected" editor="connection" type="string">
1661 When the map script object is triggered, it will execute 1733 When the map script object is triggered, it will execute
1662 the perl script with the triggering object as $activator. 1734 the perl script with the triggering object as $activator.
1663 </attribute> 1735 </attribute>
1664 &activate_on; 1736 &activate_on;
1665 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text"> 1737 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1926 <attribute arch="level" editor="multiply factor" type="int"> 1998 <attribute arch="level" editor="multiply factor" type="int">
1927 The number of items in the target pile will be multiplied by the 1999 The number of items in the target pile will be multiplied by the
1928 &lt;multiply factor&gt;. If it is set to zero, all target objects 2000 &lt;multiply factor&gt;. If it is set to zero, all target objects
1929 will be destroyed. 2001 will be destroyed.
1930 </attribute> 2002 </attribute>
1931 <attribute arch="connected" editor="connection" type="int"> 2003 <attribute arch="connected" editor="connection" type="string">
1932 An activator (lever, altar, button, etc) with matching connection value 2004 An activator (lever, altar, button, etc) with matching connection value
1933 is able to trigger this duplicator. Be very careful that players cannot 2005 is able to trigger this duplicator. Be very careful that players cannot
1934 abuse it to create endless amounts of money or other valuable stuff! 2006 abuse it to create endless amounts of money or other valuable stuff!
1935 </attribute> 2007 </attribute>
1936 &activate_on; 2008 &activate_on;
2074 If enabled, it is impossible for players to use prayers 2146 If enabled, it is impossible for players to use prayers
2075 on that spot. It also prevents players from saving. 2147 on that spot. It also prevents players from saving.
2076 </attribute> 2148 </attribute>
2077 <attribute arch="unique" editor="unique map" type="bool"> 2149 <attribute arch="unique" editor="unique map" type="bool">
2078 Unique floor means that any items dropped on that spot 2150 Unique floor means that any items dropped on that spot
2079 will be saved byond map reset. For permanent apartments, 2151 will be saved beyond map reset. For permanent apartments,
2080 all floor tiles must be set &lt;unique map&gt;. 2152 all floor tiles must be set &lt;unique map&gt;.
2081 </attribute> 2153 </attribute>
2082 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2154 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2083 This text may describe the object. 2155 This text may describe the object.
2084 </attribute> 2156 </attribute>
2118 If enabled, it is impossible for players to use prayers 2190 If enabled, it is impossible for players to use prayers
2119 on that spot. It also prevents players from saving. 2191 on that spot. It also prevents players from saving.
2120 </attribute> 2192 </attribute>
2121 <attribute arch="unique" editor="unique map" type="bool"> 2193 <attribute arch="unique" editor="unique map" type="bool">
2122 Unique floor means that any items dropped on that spot 2194 Unique floor means that any items dropped on that spot
2123 will be saved byond map reset. For permanent apartments, 2195 will be saved beyond map reset. For permanent apartments,
2124 all floor tiles must be set &lt;unique map&gt;. 2196 all floor tiles must be set &lt;unique map&gt;.
2125 </attribute> 2197 </attribute>
2126 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2198 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2127 This text may describe the object. 2199 This text may describe the object.
2128 </attribute> 2200 </attribute>
2163 </use> 2235 </use>
2164 <attribute arch="no_pick" value="1" type="fixed" /> 2236 <attribute arch="no_pick" value="1" type="fixed" />
2165 <attribute arch="speed" value="1" type="float"> 2237 <attribute arch="speed" value="1" type="float">
2166 The speed of the gate affects how fast it is closing/opening. 2238 The speed of the gate affects how fast it is closing/opening.
2167 </attribute> 2239 </attribute>
2168 <attribute arch="connected" editor="connection" type="int"> 2240 <attribute arch="connected" editor="connection" type="string">
2169 Whenever the inventory checker is triggered, all objects with identical 2241 Whenever the inventory checker is triggered, all objects with identical
2170 &lt;connection&gt; value get activated. This only makes sense together with 2242 &lt;connection&gt; value get activated. This only makes sense together with
2171 &lt;blocking passage&gt; disabled. 2243 &lt;blocking passage&gt; disabled.
2172 </attribute> 2244 </attribute>
2173 <attribute arch="wc" editor="position state" type="int"> 2245 <attribute arch="wc" editor="position state" type="int">
2242 don't forget that some monsters are able to apply it. 2314 don't forget that some monsters are able to apply it.
2243 The ability to apply levers is rare among monsters - 2315 The ability to apply levers is rare among monsters -
2244 but vampires can do it for example.]]> 2316 but vampires can do it for example.]]>
2245 </use> 2317 </use>
2246 <attribute arch="no_pick" value="1" type="fixed" /> 2318 <attribute arch="no_pick" value="1" type="fixed" />
2247 <attribute arch="connected" editor="connection" type="int"> 2319 <attribute arch="connected" editor="connection" type="string">
2248 Every time the handle is applied, all objects 2320 Every time the handle is applied, all objects
2249 with the same &lt;connection&gt; value are activated. 2321 with the same &lt;connection&gt; value are activated.
2250 </attribute> 2322 </attribute>
2251 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2323 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2252 This text may describe the item. You can use this 2324 This text may describe the item. You can use this
2337 If enabled, it is impossible for players to use prayers 2409 If enabled, it is impossible for players to use prayers
2338 on that spot. It also prevents players from saving. 2410 on that spot. It also prevents players from saving.
2339 </attribute> 2411 </attribute>
2340 <attribute arch="unique" editor="unique map" type="bool"> 2412 <attribute arch="unique" editor="unique map" type="bool">
2341 Unique floor means that any items dropped on that spot 2413 Unique floor means that any items dropped on that spot
2342 will be saved byond map reset. For permanent apartments, 2414 will be saved beyond map reset. For permanent apartments,
2343 all floor tiles must be set &lt;unique map&gt;. 2415 all floor tiles must be set &lt;unique map&gt;.
2344 </attribute> 2416 </attribute>
2345</type> 2417</type>
2346 2418
2347<!--####################################################################--> 2419<!--####################################################################-->
2505 </attribute> 2577 </attribute>
2506 <attribute arch="last_sp" editor="match = having" type="bool"> 2578 <attribute arch="last_sp" editor="match = having" type="bool">
2507 Enabled means having that object is a match. 2579 Enabled means having that object is a match.
2508 Disabled means not having that object is a match. 2580 Disabled means not having that object is a match.
2509 </attribute> 2581 </attribute>
2510 <attribute arch="connected" editor="connection" type="int"> 2582 <attribute arch="connected" editor="connection" type="string">
2511 Whenever the inventory checker is triggered, all objects with identical 2583 Whenever the inventory checker is triggered, all objects with identical
2512 &lt;connection&gt; value get activated. This only makes sense together with 2584 &lt;connection&gt; value get activated. This only makes sense together with
2513 &lt;blocking passage&gt; disabled. 2585 &lt;blocking passage&gt; disabled.
2514 </attribute> 2586 </attribute>
2515 &movement_types_terrain; 2587 &movement_types_terrain;
2656 according to his conversation with a player. Mostly this means 2728 according to his conversation with a player. Mostly this means
2657 opening a gate or handing out some item, but you could be quite 2729 opening a gate or handing out some item, but you could be quite
2658 creative here.]]> 2730 creative here.]]>
2659 </use> 2731 </use>
2660 <attribute arch="no_pick" value="1" type="fixed" /> 2732 <attribute arch="no_pick" value="1" type="fixed" />
2661 <attribute arch="connected" editor="connection" type="int"> 2733 <attribute arch="connected" editor="connection" type="string">
2662 The Magic_ear will trigger all objects with the 2734 The Magic_ear will trigger all objects with the
2663 same connection value, every time it is activated. 2735 same connection value, every time it is activated.
2664 </attribute> 2736 </attribute>
2665 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> 2737 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2666 This textfield contains the keyword-matching-syntax. The text should 2738 This textfield contains the keyword-matching-syntax. The text should
2717 The wall will cast it's spells at level &lt;spell level&gt;. "level 1" 2789 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2718 walls cast spells at minimal strength. "level 100" walls cast deadly 2790 walls cast spells at minimal strength. "level 100" walls cast deadly
2719 spells. Arch default is level 1 - you should always set this value 2791 spells. Arch default is level 1 - you should always set this value
2720 to meet the overall difficulty of your map. 2792 to meet the overall difficulty of your map.
2721 </attribute> 2793 </attribute>
2722 <attribute arch="connected" editor="connection" type="int"> 2794 <attribute arch="connected" editor="connection" type="string">
2723 Every time the &lt;connection&gt; value is triggered, the wall will cast 2795 Every time the &lt;connection&gt; value is triggered, the wall will cast
2724 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2796 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2725 have much visible effect. 2797 have much visible effect.
2726 </attribute> 2798 </attribute>
2727 &activate_on; 2799 &activate_on;
2790 <attribute arch="slaying" editor="key string" type="string"> 2862 <attribute arch="slaying" editor="key string" type="string">
2791 The &lt;key string&gt; can be detected by inv. checkers/detectors. 2863 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2792 If the player already has a force with that &lt;key string&gt;, 2864 If the player already has a force with that &lt;key string&gt;,
2793 there won't be inserted a second one. 2865 there won't be inserted a second one.
2794 </attribute> 2866 </attribute>
2795 <attribute arch="connected" editor="connection" type="int"> 2867 <attribute arch="connected" editor="connection" type="string">
2796 When the detector is triggered, all objects with the same 2868 When the detector is triggered, all objects with the same
2797 connection value get activated. 2869 connection value get activated.
2798 </attribute> 2870 </attribute>
2799 <attribute arch="speed" editor="marking speed" type="float"> 2871 <attribute arch="speed" editor="marking speed" type="float">
2800 The &lt;marking speed&gt; defines how quickly it will mark something 2872 The &lt;marking speed&gt; defines how quickly it will mark something
3271 &lt;mood&gt; 'charm': Turns monster into a pet of person 3343 &lt;mood&gt; 'charm': Turns monster into a pet of person
3272 who triggers the square. This setting is not 3344 who triggers the square. This setting is not
3273 enabled for continous operation, you need to 3345 enabled for continous operation, you need to
3274 insert a &lt;connection&gt; value! 3346 insert a &lt;connection&gt; value!
3275 </attribute> 3347 </attribute>
3276 <attribute arch="connected" editor="connection" type="int"> 3348 <attribute arch="connected" editor="connection" type="string">
3277 This should only be set in combination with &lt;mood number&gt; 4. 3349 This should only be set in combination with &lt;mood number&gt; 4.
3278 Normally, monsters are affected by the mood floor as soon as they 3350 Normally, monsters are affected by the mood floor as soon as they
3279 step on it. But charming (monster -&gt; pet) is too powerful, 3351 step on it. But charming (monster -&gt; pet) is too powerful,
3280 so it needs to be activated. 3352 so it needs to be activated.
3281 3353
3405 3477
3406 If it is set to "player", any player stepping on the pedestal 3478 If it is set to "player", any player stepping on the pedestal
3407 is a match. Very useful if you want to open a gate for players 3479 is a match. Very useful if you want to open a gate for players
3408 but not for monsters. 3480 but not for monsters.
3409 </attribute> 3481 </attribute>
3410 <attribute arch="connected" editor="connection" type="int"> 3482 <attribute arch="connected" editor="connection" type="string">
3411 When the pedestal is triggered, all objects with the same 3483 When the pedestal is triggered, all objects with the same
3412 connection value get activated. 3484 connection value get activated.
3413 </attribute> 3485 </attribute>
3414 &move_on; 3486 &move_on;
3415</type> 3487</type>
3436 </use> 3508 </use>
3437 <attribute arch="no_pick" value="1" type="fixed" /> 3509 <attribute arch="no_pick" value="1" type="fixed" />
3438 <attribute arch="range" editor="spread radius" type="int"> 3510 <attribute arch="range" editor="spread radius" type="int">
3439 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1). 3511 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3440 </attribute> 3512 </attribute>
3441 <attribute arch="connected" editor="connection" type="int"> 3513 <attribute arch="connected" editor="connection" type="string">
3442 When a &lt;connection&gt; value is set, the pit can be opened/closed 3514 When a &lt;connection&gt; value is set, the pit can be opened/closed
3443 by activating the connection. 3515 by activating the connection.
3444 </attribute> 3516 </attribute>
3445 &activate_on; 3517 &activate_on;
3446 <attribute arch="hp" editor="destination X" type="int"> 3518 <attribute arch="hp" editor="destination X" type="int">
4072 Use signs and magic_mouths, plenty of them! Place magic_mouths to add 4144 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4073 some true roleplay feeling to your maps, support your storyline or give 4145 some true roleplay feeling to your maps, support your storyline or give
4074 hints about hidden secrets/dangers. Place signs to provide the player 4146 hints about hidden secrets/dangers. Place signs to provide the player
4075 with all kinds of useful information for getting along in your maps.]]> 4147 with all kinds of useful information for getting along in your maps.]]>
4076 </use> 4148 </use>
4077 <attribute arch="connected" editor="connection" type="int"> 4149 <attribute arch="connected" editor="connection" type="string">
4078 When a connection value is set, the message will be printed whenever 4150 When a connection value is set, the message will be printed whenever
4079 the connection is triggered. This should be used in combination with 4151 the connection is triggered. This should be used in combination with
4080 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4152 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4081 If activating your magic_mouth this way, the message will not only be 4153 If activating your magic_mouth this way, the message will not only be
4082 printed to one player, but all players on the current map. 4154 printed to one player, but all players on the current map.
4470 be transferred to the "default enter location" of the destined map. 4542 be transferred to the "default enter location" of the destined map.
4471 The latter can be set in the map-properties as "Enter X/Y". Though, 4543 The latter can be set in the map-properties as "Enter X/Y". Though,
4472 please DO NOT use that. It turned out to be a source for numerous 4544 please DO NOT use that. It turned out to be a source for numerous
4473 map-bugs. 4545 map-bugs.
4474 </attribute> 4546 </attribute>
4475 <attribute arch="connected" editor="connection" type="int"> 4547 <attribute arch="connected" editor="connection" type="string">
4476 If a connection value is set, the teleporter will be activated 4548 If a connection value is set, the teleporter will be activated
4477 whenever the connection is triggered. To use this properly, 4549 whenever the connection is triggered. To use this properly,
4478 &lt;activation speed&gt; must be zero. 4550 &lt;activation speed&gt; must be zero.
4479 </attribute> 4551 </attribute>
4480 &activate_on; 4552 &activate_on;
4509 Use gates to divide your maps into separated areas. After solving 4581 Use gates to divide your maps into separated areas. After solving
4510 area A, the player gains access to area B, and so on. Make your 4582 area A, the player gains access to area B, and so on. Make your
4511 maps more complex than "one-way".]]> 4583 maps more complex than "one-way".]]>
4512 </use> 4584 </use>
4513 <attribute arch="no_pick" value="1" type="fixed" /> 4585 <attribute arch="no_pick" value="1" type="fixed" />
4514 <attribute arch="connected" editor="connection" type="int"> 4586 <attribute arch="connected" editor="connection" type="string">
4515 Whenever the inventory checker is triggered, all objects with identical 4587 Whenever the inventory checker is triggered, all objects with identical
4516 &lt;connection&gt; value get activated. This only makes sense together with 4588 &lt;connection&gt; value get activated. This only makes sense together with
4517 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4589 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4518 after some time. 4590 after some time.
4519 </attribute> 4591 </attribute>
4586 </attribute> 4658 </attribute>
4587 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4659 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4588 This attribute defines what attacktype to use for direct damage when 4660 This attribute defines what attacktype to use for direct damage when
4589 the trap detonates. 4661 the trap detonates.
4590 </attribute> 4662 </attribute>
4591 <attribute arch="connected" editor="connection" type="int"> 4663 <attribute arch="connected" editor="connection" type="string">
4592 When the trap is detonated, all objects with the same 4664 When the trap is detonated, all objects with the same
4593 connection value get activated. 4665 connection value get activated.
4594 </attribute> 4666 </attribute>
4595 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> 4667 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4596 When the trap detonates, this text is displayed to the 4668 When the trap detonates, this text is displayed to the
4719 <attribute arch="slaying" editor="key string" type="string"> 4791 <attribute arch="slaying" editor="key string" type="string">
4720 The &lt;key string&gt; can be detected by inv. checkers/detectors. 4792 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4721 If the player already has a force with that &lt;key string&gt;, 4793 If the player already has a force with that &lt;key string&gt;,
4722 there won't be inserted a second one. 4794 there won't be inserted a second one.
4723 </attribute> 4795 </attribute>
4724 <attribute arch="connected" editor="connection" type="int"> 4796 <attribute arch="connected" editor="connection" type="string">
4725 Unlike a regular marker this is the connection that triggers this marker to activate. 4797 Unlike a regular marker this is the connection that triggers this marker to activate.
4726 </attribute> 4798 </attribute>
4727 <attribute arch="food" editor="mark duration" type="int"> 4799 <attribute arch="food" editor="mark duration" type="int">
4728 This value defines the duration of the force it inserts. 4800 This value defines the duration of the force it inserts.
4729 If nonzero, the duration of the player's mark is finite: 4801 If nonzero, the duration of the player's mark is finite:

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