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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 1.63 by elmex, Tue Mar 30 14:59:20 2010 UTC

101 length CDATA #IMPLIED 101 length CDATA #IMPLIED
102 true CDATA #IMPLIED 102 true CDATA #IMPLIED
103 false CDATA #IMPLIED> 103 false CDATA #IMPLIED>
104 104
105 <!ENTITY move_on " 105 <!ENTITY move_on "
106 <attribute arch='move_on' editor='movement type' type='movement_type'> 106 <attribute arch='move_on' editor='movement on' type='movement_type'>
107 Which movement types automatically (as opposed to manually) activate this object. 107 Which movement types automatically (as opposed to manually) activate this object.
108 </attribute> 108 </attribute>
109 "> 109 ">
110 <!ENTITY move_off " 110 <!ENTITY move_off "
111 <attribute arch='move_off' editor='movement type' type='movement_type'> 111 <attribute arch='move_off' editor='movement off' type='movement_type'>
112 Which movement types deactivate this object (e.g. button). 112 Which movement types deactivate this object (e.g. button).
113 </attribute> 113 </attribute>
114 "> 114 ">
115 <!ENTITY move_type " 115 <!ENTITY move_type "
116 <attribute arch='move_type' editor='movement type' type='movement_type'> 116 <attribute arch='move_type' editor='movement type' type='movement_type'>
117 Determines which kinds of movement this object can use (e.g. for monsters) 117 Determines which kinds of movement this object can use (e.g. for monsters)
118 or grants (e.g. for amulets). 118 or grants (e.g. for amulets).
119 </attribute> 119 </attribute>
120 "> 120 ">
121 <!ENTITY movement_types_terrain " 121 <!ENTITY move_block "
122 <attribute arch='move_block' editor='blocked movement' type='movement_type'> 122 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
123 Objects using these movement types cannot move over this space. 123 Objects using these movement types cannot move over this space.
124 </attribute> 124 </attribute>
125 ">
126 <!ENTITY movement_types_terrain "
127 &move_block;
125 <attribute arch='move_allow' editor='allowed movement' type='movement_type'> 128 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
126 Objects using these movement types are allowed to move over this space. Takes 129 Objects using these movement types are allowed to move over this space. Takes
127 precedence over 'blocked movements'. 130 precedence over 'blocked movements'.
128 </attribute> 131 </attribute>
129 <attribute arch='move_slow' editor='slowed movement' type='movement_type'> 132 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
349 &player_res_desc; 352 &player_res_desc;
350 </attribute> 353 </attribute>
351 </section> 354 </section>
352 "> 355 ">
353 356
357 <!ENTITY match_compat "
358 If the string starts with 'match ', then it is interpreted
359 as a match expression (e.g. 'match type=POTION', or 'match type=SPELL
360 in applied type=CONTAINER in inv in originator'). For details, see
361 http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm
362 ">
354]> 363]>
355 364
356<types> 365<types>
357 366
358<!--###################### bitmask definitions ######################--> 367<!--###################### bitmask definitions ######################-->
468 <entry value="0" name="furious" /> 477 <entry value="0" name="furious" />
469 <entry value="1" name="angry" /> 478 <entry value="1" name="angry" />
470 <entry value="2" name="calm" /> 479 <entry value="2" name="calm" />
471 <entry value="3" name="sleep" /> 480 <entry value="3" name="sleep" />
472 <entry value="4" name="charm" /> 481 <entry value="4" name="charm" />
482 <entry value="5" name="destroy monster" />
483 <entry value="6" name="destroy pet" />
473</list> 484</list>
474 485
475<list name="potion_effect"> 486<list name="potion_effect">
476 <entry value="0" name="&lt;none&gt;" /> 487 <entry value="0" name="&lt;none&gt;" />
477 <entry value="65536" name="life restoration" /> 488 <entry value="65536" name="life restoration" />
674 usually inevitable. 685 usually inevitable.
675 </attribute> 686 </attribute>
676 <attribute arch="glow_radius" editor="glow radius" type="int"> 687 <attribute arch="glow_radius" editor="glow radius" type="int">
677 If &lt;glow radius&gt; is set to a value greater zero, the object 688 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 689 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. 690 between 0 and 9, the higher, the more light does the object emit.
680 </attribute> 691 </attribute>
681 <attribute arch="material" editor="material" type="bitmask_material"> 692 <attribute arch="material" editor="material" type="bitmask_material">
682 This bitmask-value informs the player of which material(s) the 693 This bitmask-value informs the player of which material(s) the
683 object consists. Material does also affect how likely the object 694 object consists. Material does also affect how likely the object
684 can be destroyed by hazardous spell-effects. 695 can be destroyed by hazardous spell-effects.
692 Putting an invisible object under the floor always prevents it from being 703 Putting an invisible object under the floor always prevents it from being
693 shown. 704 shown.
694 </attribute> 705 </attribute>
695 <attribute arch="blocksview" editor="block view" type="bool"> 706 <attribute arch="blocksview" editor="block view" type="bool">
696 If an item is set to block view, players (and monsters) cannot 707 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. 708 see beyond it unless they cross it or manage to stand ontop.
698 </attribute> 709 </attribute>
699 <attribute arch="identified" editor="identified" type="bool"> 710 <attribute arch="identified" editor="identified" type="bool">
700 If an item is identified, the player has full knowledge about it. 711 If an item is identified, the player has full knowledge about it.
701 </attribute> 712 </attribute>
702 <attribute arch="unpaid" editor="unpaid" type="bool"> 713 <attribute arch="unpaid" editor="unpaid" type="bool">
711 </attribute> 722 </attribute>
712 <attribute arch="sound_destroy" editor="destroy sound" type="string"> 723 <attribute arch="sound_destroy" editor="destroy sound" type="string">
713 The sound this objects makes when it is destroyed. Enter either a sound alias from 724 The sound this objects makes when it is destroyed. Enter either a sound alias from
714 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this 725 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
715 field it will point to sound/&lt;path&gt;.ext 726 field it will point to sound/&lt;path&gt;.ext
727 </attribute>
728 <attribute arch="unique" editor="unique" type="bool">
729 Unique items exist only one time on a server. If the item
730 is taken, lost or destroyed - it's gone for good.
731 </attribute>
732 <attribute arch="connected" editor="connection" type="string">
733 For "normal" objects the connected value is mainly used for scripting purposes.
734 You can write a string in this field that can be used from a Perl script (find_link function)
735 to find this object, or all objects that got this connected value.
716 </attribute> 736 </attribute>
717</default_type> 737</default_type>
718 738
719<!-- This ignorelist is for all system objects which are non pickable 739<!-- This ignorelist is for all system objects which are non pickable
720 and invisible. They don't interact with players at all. --> 740 and invisible. They don't interact with players at all. -->
843 Note that non-magical abilities are more dangerous because 863 Note that non-magical abilities are more dangerous because
844 magic resistance does not protect from those.</attribute> 864 magic resistance does not protect from those.</attribute>
845</type> 865</type>
846 866
847<!--####################################################################--> 867<!--####################################################################-->
868
869<type number="81" name="Torch">
870 <description><![CDATA[
871 Torches are a special kind of Lamp that offer the option of lighting them
872 up without using a lighter (These torches are usually
873 called 'pyrophor torches'. See also the 'reignitable' setting).
874 The other kind of torches, that are reignitable, can be put out and
875 put on again using a lighter.]]>
876 </description>
877 <attribute arch="is_lightable" editor="reignitable" type="bool">
878 This flag controls whether the torch can be lit up again using
879 a lighter or whether it can only be used once, in which case
880 they can be enabled by simply applying them without any special tools.
881 </attribute>
882 <attribute arch="food" editor="burning duration" type="int">
883 This field specifies the burning duration of the torch.
884 </attribute>
885 <attribute arch="range" editor="enabled glow radius" type="int">
886 This field sets the glow radius of the torch if it is enabled.
887 If you want to make a torch 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 torches, which have a level above 0, explode if the
896 player applies them.
897 </attribute>
898</type>
899
900<type number="82" name="Lamp">
901 <description><![CDATA[
902 Lamps are carryable light sources for players with a fuel tank.]]>
903 </description>
904 <attribute arch="speed" editor="burn speed" type="float">
905 This field is the speed of the lamp. (If the value 0.00208 is given
906 here the fuel field will specify the burning duration in minutes.)
907 </attribute>
908 <attribute arch="food" editor="fuel" type="int">
909 This field sets the burning duration of the lamp, which depends on the speed
910 field of this object.
911 </attribute>
912 <attribute arch="range" editor="enabled glow radius" type="int">
913 This field sets the glow radius of the lamp if it is enabled.
914 If you want to make a lamp that is already burning set the
915 "glow radius" field.
916 </attribute>
917 <attribute arch="level" editor="level" type="int">
918 If this field specyfies the cursed effect's level. If it is
919 0 no cursed effect will be generate. See also the "cursed" flag.
920 </attribute>
921 <attribute arch="cursed" editor="cursed" type="bool">
922 Cursed lamps, which have a level above 0, explode if the
923 player applies them.
924 </attribute>
925</type>
926
927<!--####################################################################-->
848<type number="18" name="Altar"> 928<type number="18" name="Altar">
849 <ignore> 929 <ignore>
850 <ignore_list name="non_pickable" /> 930 <ignore_list name="non_pickable" />
931 <attribute arch="connected"/>
851 </ignore> 932 </ignore>
852 <description><![CDATA[ 933 <description><![CDATA[
853 When a player puts a defined number of certain items on the altar, 934 When a player puts a defined number of certain items on the altar,
854 then either a spell is casted (on the player) or a connector is 935 then either a spell is casted (on the player) or a connector is
855 triggered. If the latter is the case, the altar works only once. 936 triggered. If the latter is the case, the altar works only once.
861 This string specifies the item that must be put on the altar to 942 This string specifies the item that must be put on the altar to
862 activate it. It can either be the name of an archetype, or directly 943 activate it. It can either be the name of an archetype, or directly
863 the name of an object. Yet, titles are not recognized by altars. 944 the name of an object. Yet, titles are not recognized by altars.
864 If you want the player to have to drop a specific amount of money use "money". 945 If you want the player to have to drop a specific amount of money use "money".
865 See also the "drop amount" attribute. 946 See also the "drop amount" attribute.
947 &match_compat;
866 </attribute> 948 </attribute>
867 <attribute arch="food" editor="drop amount" type="int"> 949 <attribute arch="food" editor="drop amount" type="int">
868 The drop amount specifies the amount of items (specified 950 The drop amount specifies the amount of items (specified
869 in &lt;match item name&gt;) that must be dropped to activate the altar. 951 in &lt;match item name&gt;) that must be dropped to activate the altar.
870 952
872 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 954 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.) 955 200 silver, 20 gold, or 4 platinum will all work.)
874 956
875 Note that the maximum possible for &lt;drop amount&gt; is 32767. 957 Note that the maximum possible for &lt;drop amount&gt; is 32767.
876 </attribute> 958 </attribute>
877 <attribute arch="connected" editor="connection" type="int"> 959 <attribute arch="connected" editor="connection" type="string">
878 If a connection value is set, the altar will trigger all objects 960 If a connection value is set, the altar will trigger all objects
879 with the same value, when activated. This will only work once. 961 with the same value, when activated. This will only work once.
880 </attribute> 962 </attribute>
881 <attribute arch="sp" editor="spell" type="spell"> 963 <attribute arch="sp" editor="spell" type="spell">
882 When activated, the selected &lt;spell&gt; will be casted (once, on the 964 When activated, the selected &lt;spell&gt; will be casted (once, on the
892 974
893<!--####################################################################--> 975<!--####################################################################-->
894<type number="31" name="Altar Trigger"> 976<type number="31" name="Altar Trigger">
895 <ignore> 977 <ignore>
896 <ignore_list name="non_pickable" /> 978 <ignore_list name="non_pickable" />
979 <attribute arch="connected"/>
897 </ignore> 980 </ignore>
898 <description><![CDATA[ 981 <description><![CDATA[
899 Altar_triggers work pretty much like normal altars 982 Altar_triggers work pretty much like normal altars
900 (drop sacrifice -> connection activated), except for the fact that 983 (drop sacrifice -> connection activated), except for the fact that
901 they reset after usage. Hence, altar_triggers can be used infinitely.]]> 984 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
916 This string specifies the item that must be put on the altar to 999 This string specifies the item that must be put on the altar to
917 activate it. It can either be the name of an archetype, or directly 1000 activate it. It can either be the name of an archetype, or directly
918 the name of an object. Yet, titles are not recognized by altars. 1001 the name of an object. Yet, titles are not recognized by altars.
919 If you want the player to have to drop a specific amount of money use "money". 1002 If you want the player to have to drop a specific amount of money use "money".
920 See also the "drop amount" attribute. 1003 See also the "drop amount" attribute.
1004 &match_compat;
921 </attribute> 1005 </attribute>
922 <attribute arch="food" editor="drop amount" type="int"> 1006 <attribute arch="food" editor="drop amount" type="int">
923 The drop amount specifies the amount of items (specified 1007 The drop amount specifies the amount of items (specified
924 in &lt;match item name&gt;) that must be dropped to activate the altar. 1008 in &lt;match item name&gt;) that must be dropped to activate the altar.
925 1009
927 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 1011 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.) 1012 200 silver, 20 gold, or 4 platinum will all work.)
929 1013
930 Note that the maximum possible for &lt;drop amount&gt; is 32767. 1014 Note that the maximum possible for &lt;drop amount&gt; is 32767.
931 </attribute> 1015 </attribute>
932 <attribute arch="connected" editor="connection" type="int"> 1016 <attribute arch="connected" editor="connection" type="string">
933 If a connection value is set, the altar will trigger all objects 1017 If a connection value is set, the altar will trigger all objects
934 with the same value, when activated. This will only work once. 1018 with the same value, when activated. This will only work once.
935 </attribute> 1019 </attribute>
936 <attribute arch="sp" editor="spell" type="spell"> 1020 <attribute arch="sp" editor="spell" type="spell">
937 When activated, this &lt;spell&gt; will be casted (once, on the player). 1021 When activated, this &lt;spell&gt; will be casted (once, on the player).
1225 item with by using a skill. 1309 item with by using a skill.
1226 </attribute> 1310 </attribute>
1227</type> 1311</type>
1228 1312
1229<!--####################################################################--> 1313<!--####################################################################-->
1314<type number="110" name="Inscribable">
1315 <description><![CDATA[
1316 Inscribable Item - when inscribed, it becomes another object.]]>
1317 </description>
1318 <attribute arch="startequip" editor="godgiven item" type="bool">
1319 A godgiven item vanishes as soon as the player
1320 drops it to the ground.
1321 </attribute>
1322 <attribute arch="unique" editor="unique item" type="bool">
1323 Unique items exist only one time on a server. If the item
1324 is taken, lost or destroyed - it's gone for good.
1325 </attribute>
1326 <attribute arch="other_arch" editor="book/scroll arch" type="string">
1327 This is the item created after being inscribed - scrolls are treated
1328 like spell scrolls, all else will have it's message replaced.
1329 </attribute>
1330</type>
1331
1332<!--####################################################################-->
1230<type number="99" name="Boots"> 1333<type number="99" name="Boots">
1231 <import_type name="Amulet" /> 1334 <import_type name="Amulet" />
1232 <description><![CDATA[ 1335 <description><![CDATA[
1233 Wearing boots, the object's stats will directly be inherited to 1336 Wearing boots, the object's stats will directly be inherited to
1234 the player. Usually enhancing his speed, or granting some minor 1337 the player. Usually enhancing his speed, or granting some minor
1303 1406
1304<!--####################################################################--> 1407<!--####################################################################-->
1305<type number="92" name="Button"> 1408<type number="92" name="Button">
1306 <ignore> 1409 <ignore>
1307 <ignore_list name="non_pickable" /> 1410 <ignore_list name="non_pickable" />
1411 <attribute arch="connected"/>
1308 </ignore> 1412 </ignore>
1309 <description><![CDATA[ 1413 <description><![CDATA[
1310 When a predefined amount of weigh is placed on a button, the 1414 When a predefined amount of weigh is placed on a button, the
1311 &lt;connection&gt; value is triggered. In most cases this happens when a 1415 &lt;connection&gt; value is triggered. In most cases this happens when a
1312 player or monster steps on it. When the button is "released", the 1416 player or monster steps on it. When the button is "released", the
1317 <attribute arch="no_pick" value="1" type="fixed" /> 1421 <attribute arch="no_pick" value="1" type="fixed" />
1318 <attribute arch="weight" editor="press weight" type="int"> 1422 <attribute arch="weight" editor="press weight" type="int">
1319 The button is pressed (triggered), as soon as 1423 The button is pressed (triggered), as soon as
1320 &lt;press weigh&gt; gram are placed ontop of it. 1424 &lt;press weigh&gt; gram are placed ontop of it.
1321 </attribute> 1425 </attribute>
1322 <attribute arch="connected" editor="connection" type="int"> 1426 <attribute arch="connected" editor="connection" type="string">
1323 Every time the button is pressed or released, all objects 1427 Every time the button is pressed or released, all objects
1324 with the same &lt;connection&gt; value are activated. 1428 with the same &lt;connection&gt; value are activated.
1325 </attribute> 1429 </attribute>
1326 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1430 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1327 This text may describe the item. You can use this 1431 This text may describe the item. You can use this
1449 container classes. 1553 container classes.
1450 </attribute> 1554 </attribute>
1451 <attribute arch="slaying" editor="key string" type="string"> 1555 <attribute arch="slaying" editor="key string" type="string">
1452 If &lt;key string&gt; is set, only players with a special key 1556 If &lt;key string&gt; is set, only players with a special key
1453 of matching &lt;key string&gt; are able to open the container. 1557 of matching &lt;key string&gt; are able to open the container.
1558
1559 When the key string starts with "match ", then it is expected to
1560 be a match expression, which will be applied to the player, so
1561 you can use e.g. (match type=POTION in inv). Note that the matched
1562 object will be removed.
1454 </attribute> 1563 </attribute>
1455 <attribute arch="container" editor="maximum weight" type="int"> 1564 <attribute arch="container" editor="maximum weight" type="int">
1456 The container can hold a maximum total weight of the given value 1565 The container can hold a maximum total weight of the given value
1457 in gram. Note that this weight limit is calculated *after* the 1566 in gram. Note that this weight limit is calculated *after* the
1458 weight reduction (&lt;reduce weight&gt;) has been applied. 1567 weight reduction (&lt;reduce weight&gt;) has been applied.
1548 1657
1549<!--####################################################################--> 1658<!--####################################################################-->
1550<type number="42" name="Creator"> 1659<type number="42" name="Creator">
1551 <ignore> 1660 <ignore>
1552 <ignore_list name="system_object" /> 1661 <ignore_list name="system_object" />
1662 <attribute arch="connected"/>
1553 </ignore> 1663 </ignore>
1554 <description><![CDATA[ 1664 <description><![CDATA[
1555 A creator is an object which creates another object when it 1665 A creator is an object which creates another object when it
1556 is triggered. The child object can be anything. Creators are 1666 is triggered. The child object can be anything. Creators are
1557 VERY useful for all kinds of map-mechanisms. They can even 1667 VERY useful for all kinds of map-mechanisms. They can even
1567 You can choose any of the existing arches. 1677 You can choose any of the existing arches.
1568 This field is ignored if the creator has items in inventory. In this case 1678 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 1679 one of the inventory items is duplicated. The duplicated item is randomly
1570 chosen from all items present. 1680 chosen from all items present.
1571 </attribute> 1681 </attribute>
1572 <attribute arch="connected" editor="connection" type="int"> 1682 <attribute arch="connected" editor="connection" type="string">
1573 Whenever the connection value is activated, 1683 Whenever the connection value is activated,
1574 the creator gets triggered. 1684 the creator gets triggered.
1575 </attribute> 1685 </attribute>
1576 &activate_on; 1686 &activate_on;
1577 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1687 <attribute arch="lifesave" editor="unlimited uses" type="bool">
1578 If &lt;infinit uses&gt; is set, the creator will work 1688 If &lt;unlimited uses&gt; is set, the creator will work
1579 infinitely, regardless of the value in &lt;number of uses&gt;. 1689 infinitely, regardless of the value in &lt;number of uses&gt;.
1580 </attribute> 1690 </attribute>
1581 <attribute arch="speed" editor="speed" type="float"> 1691 <attribute arch="speed" editor="speed" type="float">
1582 When this field is set the creator will periodically create stuff 1692 When this field is set the creator will periodically create stuff
1583 (and will still do so when the connection is triggered). 1693 (and will still do so when the connection is triggered).
1601 1711
1602<!--####################################################################--> 1712<!--####################################################################-->
1603<type number="51" name="Detector"> 1713<type number="51" name="Detector">
1604 <ignore> 1714 <ignore>
1605 <ignore_list name="system_object" /> 1715 <ignore_list name="system_object" />
1716 <attribute arch="connected"/>
1606 </ignore> 1717 </ignore>
1607 <description><![CDATA[ 1718 <description><![CDATA[
1608 Detectors work quite much like inv. checkers/pedestals: If the detector 1719 Detectors work quite much like inv. checkers/pedestals: If the detector
1609 finds a specific object, it toggles its connected value. 1720 finds a specific object, it toggles its connected value.
1610 <br><br> 1721 <br><br>
1611 What is "unique" about them, compared to inv. checkers/ pedestals? 1722 What is "unique" about them, compared to inv. checkers/ pedestals?
1612 - First, detectors check their square for a match periodically, not 1723 - First, detectors check their square for a match periodically, not
1724 instantly, so generate much higher server load
1613 instantly. Second, detectors check directly for object names. Third, 1725 Second, detectors check directly for object names. Third,
1614 detectors do not check the inventory of players/monsters.]]> 1726 detectors do not check the inventory of players/monsters.]]>
1615 </description> 1727 </description>
1616 <use><![CDATA[ 1728 <use>
1617 There is one major speciality about detectors: You can detect spells 1729 Best avoid this type at all costs, use a pedestal instead.
1618 blown over a detector! To detect a lighting bolt for example, set
1619 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1620 walls, this can be very useful for map-mechanisms.]]>
1621 </use> 1730 </use>
1622 <attribute arch="no_pick" value="1" type="fixed" /> 1731 <attribute arch="no_pick" value="1" type="fixed" />
1623 <attribute arch="slaying" editor="match name" type="string"> 1732 <attribute arch="slaying" editor="match name" type="string">
1624 &lt;match name&gt; specifies the name of the object we are looking for. 1733 &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, 1734 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. 1735 but for this case inventory checkers are often more powerful to use.
1627 </attribute> 1736 </attribute>
1628 <attribute arch="connected" editor="connection" type="int"> 1737 <attribute arch="connected" editor="connection" type="string">
1629 When the detector is triggered, all objects with the same 1738 When the detector is triggered, all objects with the same
1630 connection value get activated. 1739 connection value get activated.
1631 </attribute> 1740 </attribute>
1632 <attribute arch="speed" editor="detection speed" type="float"> 1741 <attribute arch="speed" editor="detection speed" type="float">
1633 This value defines the time between two detector-checks. 1742 This value defines the time between two detector-checks.
1644 1753
1645<!--####################################################################--> 1754<!--####################################################################-->
1646<type number="164" name="Map Script"> 1755<type number="164" name="Map Script">
1647 <ignore> 1756 <ignore>
1648 <ignore_list name="system_object" /> 1757 <ignore_list name="system_object" />
1758 <attribute arch="connected"/>
1649 </ignore> 1759 </ignore>
1650 <description><![CDATA[ 1760 <description><![CDATA[
1651 The map script object is a very special object that can react to connected 1761 The map script object is a very special object that can react to connected
1652 events and executes a perl script. 1762 events and executes a perl script in the msg slot.
1653 ]]> 1763 ]]>
1654 </description> 1764 </description>
1655 <use><![CDATA[ 1765 <use><![CDATA[
1656 The perl script gets passed an $activator object and can use the set/get/find/timer functions 1766 The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions
1657 to react to/trigger other objects. 1767 to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.
1658 ]]> 1768 ]]>
1659 </use> 1769 </use>
1660 <attribute arch="connected" editor="connection" type="int"> 1770 <attribute arch="connected" editor="connection" type="string">
1661 When the map script object is triggered, it will execute 1771 When the map script object is triggered, it will execute
1662 the perl script with the triggering object as $activator. 1772 the perl script with the triggering object as $activator.
1663 </attribute> 1773 </attribute>
1664 &activate_on; 1774 &activate_on;
1665 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text"> 1775 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1865<type number="23" name="Door"> 1975<type number="23" name="Door">
1866 <ignore> 1976 <ignore>
1867 <ignore_list name="non_pickable" /> 1977 <ignore_list name="non_pickable" />
1868 </ignore> 1978 </ignore>
1869 <description><![CDATA[ 1979 <description><![CDATA[
1870 A door can be opened with a normal key. It also can be broken by attacking 1980 A door can be opened with any normal key. It also can be broken by attacking
1871 it, and it can be defeated with the lockpicking skill. If a door is 1981 it, and it can be defeated with the lockpicking skill. If a door is
1872 defeated, horizontally and vertically adjacent doors are automatically 1982 defeated, horizontally and vertically adjacent doors are automatically
1873 removed.]]> 1983 removed.]]>
1874 </description> 1984 </description>
1875 <attribute arch="no_pick" value="1" type="fixed" /> 1985 <attribute arch="no_pick" value="1" type="fixed" />
1898 2008
1899<!--####################################################################--> 2009<!--####################################################################-->
1900<type number="83" name="Duplicator"> 2010<type number="83" name="Duplicator">
1901 <ignore> 2011 <ignore>
1902 <ignore_list name="system_object" /> 2012 <ignore_list name="system_object" />
2013 <attribute arch="connected"/>
1903 </ignore> 2014 </ignore>
1904 <description><![CDATA[ 2015 <description><![CDATA[
1905 When activated, a duplicator can duplicate, multiply or destroy a pile of 2016 When activated, a duplicator can duplicate, multiply or destroy a pile of
1906 objects which lies somewhere on top of the duplicator. 2017 objects which lies somewhere on top of the duplicator.
1907 The duplicator has one arch name specified as &lt;target arch&gt;, 2018 The duplicator has one arch name specified as &lt;target arch&gt;,
1926 <attribute arch="level" editor="multiply factor" type="int"> 2037 <attribute arch="level" editor="multiply factor" type="int">
1927 The number of items in the target pile will be multiplied by the 2038 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 2039 &lt;multiply factor&gt;. If it is set to zero, all target objects
1929 will be destroyed. 2040 will be destroyed.
1930 </attribute> 2041 </attribute>
1931 <attribute arch="connected" editor="connection" type="int"> 2042 <attribute arch="connected" editor="connection" type="string">
1932 An activator (lever, altar, button, etc) with matching connection value 2043 An activator (lever, altar, button, etc) with matching connection value
1933 is able to trigger this duplicator. Be very careful that players cannot 2044 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! 2045 abuse it to create endless amounts of money or other valuable stuff!
1935 </attribute> 2046 </attribute>
1936 &activate_on; 2047 &activate_on;
2074 If enabled, it is impossible for players to use prayers 2185 If enabled, it is impossible for players to use prayers
2075 on that spot. It also prevents players from saving. 2186 on that spot. It also prevents players from saving.
2076 </attribute> 2187 </attribute>
2077 <attribute arch="unique" editor="unique map" type="bool"> 2188 <attribute arch="unique" editor="unique map" type="bool">
2078 Unique floor means that any items dropped on that spot 2189 Unique floor means that any items dropped on that spot
2079 will be saved byond map reset. For permanent apartments, 2190 will be saved beyond map reset. For permanent apartments,
2080 all floor tiles must be set &lt;unique map&gt;. 2191 all floor tiles must be set &lt;unique map&gt;.
2192 </attribute>
2193 <attribute arch="buildable" editor="buildable" type="bool">
2194 A buildable can be built upon. This is usually used in combination with
2195 the unique attribute for player apartments or guild storages. But it's
2196 use is not limited to private maps.
2081 </attribute> 2197 </attribute>
2082 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2198 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2083 This text may describe the object. 2199 This text may describe the object.
2084 </attribute> 2200 </attribute>
2085</type> 2201</type>
2118 If enabled, it is impossible for players to use prayers 2234 If enabled, it is impossible for players to use prayers
2119 on that spot. It also prevents players from saving. 2235 on that spot. It also prevents players from saving.
2120 </attribute> 2236 </attribute>
2121 <attribute arch="unique" editor="unique map" type="bool"> 2237 <attribute arch="unique" editor="unique map" type="bool">
2122 Unique floor means that any items dropped on that spot 2238 Unique floor means that any items dropped on that spot
2123 will be saved byond map reset. For permanent apartments, 2239 will be saved beyond map reset. For permanent apartments,
2124 all floor tiles must be set &lt;unique map&gt;. 2240 all floor tiles must be set &lt;unique map&gt;.
2241 </attribute>
2242 <attribute arch="buildable" editor="buildable" type="bool">
2243 A buildable can be built upon. This is usually used in combination with
2244 the unique attribute for player apartments or guild storages. But it's
2245 use is not limited to private maps.
2125 </attribute> 2246 </attribute>
2126 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2247 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2127 This text may describe the object. 2248 This text may describe the object.
2128 </attribute> 2249 </attribute>
2129</type> 2250</type>
2146 2267
2147<!--####################################################################--> 2268<!--####################################################################-->
2148<type number="91" name="Gate"> 2269<type number="91" name="Gate">
2149 <ignore> 2270 <ignore>
2150 <ignore_list name="non_pickable" /> 2271 <ignore_list name="non_pickable" />
2272 <attribute arch="connected"/>
2151 </ignore> 2273 </ignore>
2152 <description><![CDATA[ 2274 <description><![CDATA[
2153 Gates play an important role in Deliantra. Gates can be opened 2275 Gates play an important role in Deliantra. Gates can be opened
2154 by activating a button/trigger, by speaking passwords (-> magic_ear) 2276 by activating a button/trigger, by speaking passwords (-> magic_ear)
2155 or carrying special key-objects (-> inventory checker). 2277 or carrying special key-objects (-> inventory checker).
2163 </use> 2285 </use>
2164 <attribute arch="no_pick" value="1" type="fixed" /> 2286 <attribute arch="no_pick" value="1" type="fixed" />
2165 <attribute arch="speed" value="1" type="float"> 2287 <attribute arch="speed" value="1" type="float">
2166 The speed of the gate affects how fast it is closing/opening. 2288 The speed of the gate affects how fast it is closing/opening.
2167 </attribute> 2289 </attribute>
2168 <attribute arch="connected" editor="connection" type="int"> 2290 <attribute arch="connected" editor="connection" type="string">
2169 Whenever the inventory checker is triggered, all objects with identical 2291 Whenever the inventory checker is triggered, all objects with identical
2170 &lt;connection&gt; value get activated. This only makes sense together with 2292 &lt;connection&gt; value get activated. This only makes sense together with
2171 &lt;blocking passage&gt; disabled. 2293 &lt;blocking passage&gt; disabled.
2172 </attribute> 2294 </attribute>
2173 <attribute arch="wc" editor="position state" type="int"> 2295 <attribute arch="wc" editor="position state" type="int">
2230 2352
2231<!--####################################################################--> 2353<!--####################################################################-->
2232<type number="93" name="Handle"> 2354<type number="93" name="Handle">
2233 <ignore> 2355 <ignore>
2234 <ignore_list name="non_pickable" /> 2356 <ignore_list name="non_pickable" />
2357 <attribute arch="connected"/>
2235 </ignore> 2358 </ignore>
2236 <description><![CDATA[ 2359 <description><![CDATA[
2237 A handle can be applied by players and (certain) monsters. 2360 A handle can be applied by players and (certain) monsters.
2238 Every time it is applied, the &lt;connection&gt; value is triggered.]]> 2361 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2239 </description> 2362 </description>
2242 don't forget that some monsters are able to apply it. 2365 don't forget that some monsters are able to apply it.
2243 The ability to apply levers is rare among monsters - 2366 The ability to apply levers is rare among monsters -
2244 but vampires can do it for example.]]> 2367 but vampires can do it for example.]]>
2245 </use> 2368 </use>
2246 <attribute arch="no_pick" value="1" type="fixed" /> 2369 <attribute arch="no_pick" value="1" type="fixed" />
2247 <attribute arch="connected" editor="connection" type="int"> 2370 <attribute arch="connected" editor="connection" type="string">
2248 Every time the handle is applied, all objects 2371 Every time the handle is applied, all objects
2249 with the same &lt;connection&gt; value are activated. 2372 with the same &lt;connection&gt; value are activated.
2250 </attribute> 2373 </attribute>
2251 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2374 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2252 This text may describe the item. You can use this 2375 This text may describe the item. You can use this
2337 If enabled, it is impossible for players to use prayers 2460 If enabled, it is impossible for players to use prayers
2338 on that spot. It also prevents players from saving. 2461 on that spot. It also prevents players from saving.
2339 </attribute> 2462 </attribute>
2340 <attribute arch="unique" editor="unique map" type="bool"> 2463 <attribute arch="unique" editor="unique map" type="bool">
2341 Unique floor means that any items dropped on that spot 2464 Unique floor means that any items dropped on that spot
2342 will be saved byond map reset. For permanent apartments, 2465 will be saved beyond map reset. For permanent apartments,
2343 all floor tiles must be set &lt;unique map&gt;. 2466 all floor tiles must be set &lt;unique map&gt;.
2344 </attribute> 2467 </attribute>
2345</type> 2468</type>
2346 2469
2347<!--####################################################################--> 2470<!--####################################################################-->
2372<type number="56" name="Holy Altar"> 2495<type number="56" name="Holy Altar">
2373 <ignore> 2496 <ignore>
2374 <ignore_list name="non_pickable" /> 2497 <ignore_list name="non_pickable" />
2375 </ignore> 2498 </ignore>
2376 <description><![CDATA[ 2499 <description><![CDATA[
2377 Holy_altars are altars for the various religions. Praying 2500 Holy Altars are altars for the various religions. Praying
2378 at a Holy_altar will make you a follower of that god, and 2501 at a Holy_altar will make you a follower of that god, and
2379 if you already follow that god, you may get some extra bonus.]]> 2502 if you already follow that god, you may get some extra bonus.]]>
2380 </description> 2503 </description>
2381 <attribute arch="no_pick" value="1" type="fixed" /> 2504 <attribute arch="no_pick" value="1" type="fixed" />
2382 <attribute arch="other_arch" editor="god name" type="string"> 2505 <attribute arch="other_arch" editor="god name" type="string">
2459 2582
2460<!--####################################################################--> 2583<!--####################################################################-->
2461<type number="64" name="Inventory Checker"> 2584<type number="64" name="Inventory Checker">
2462 <ignore> 2585 <ignore>
2463 <ignore_list name="system_object" /> 2586 <ignore_list name="system_object" />
2587 <attribute arch="connected"/>
2464 </ignore> 2588 </ignore>
2465 <description><![CDATA[ 2589 <description><![CDATA[
2466 Inventory checkers passively check the players inventory for a 2590 Inventory checkers passively check the players inventory for a
2467 specific object. You can set a connected value that is triggered 2591 specific object. You can set a connected value that is triggered
2468 either if that object is present or missing (-&gt; "last_sp") when a 2592 either if that object is present or missing (-&gt; "last_sp") when a
2505 </attribute> 2629 </attribute>
2506 <attribute arch="last_sp" editor="match = having" type="bool"> 2630 <attribute arch="last_sp" editor="match = having" type="bool">
2507 Enabled means having that object is a match. 2631 Enabled means having that object is a match.
2508 Disabled means not having that object is a match. 2632 Disabled means not having that object is a match.
2509 </attribute> 2633 </attribute>
2510 <attribute arch="connected" editor="connection" type="int"> 2634 <attribute arch="connected" editor="connection" type="string">
2511 Whenever the inventory checker is triggered, all objects with identical 2635 Whenever the inventory checker is triggered, all objects with identical
2512 &lt;connection&gt; value get activated. This only makes sense together with 2636 &lt;connection&gt; value get activated. This only makes sense together with
2513 &lt;blocking passage&gt; disabled. 2637 &lt;blocking passage&gt; disabled.
2514 </attribute> 2638 </attribute>
2515 &movement_types_terrain; 2639 &movement_types_terrain;
2615 &lt;key string&gt; in the special key, then the door is unlocked. 2739 &lt;key string&gt; in the special key, then the door is unlocked.
2616 It is VERY important to set the &lt;key string&gt; to something that 2740 It is VERY important to set the &lt;key string&gt; to something that
2617 is unique among the Deliantra mapset. 2741 is unique among the Deliantra mapset.
2618 2742
2619 DONT EVER USE the default string "set_individual_value". 2743 DONT EVER USE the default string "set_individual_value".
2744
2745 When the key string starts with "match ", then it is expected to
2746 be a match expression, which will be applied to the player, so
2747 you can use e.g. (match type=POTION in inv). Note that the matched
2748 object will be removed.
2620 </attribute> 2749 </attribute>
2621 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2750 <attribute arch="no_magic" editor="restrict spells" type="bool">
2622 Restricting the use of spells to pass this door. 2751 Restricting the use of spells to pass this door.
2623 This should be set in most cases. 2752 This should be set in most cases.
2624 (Don't forget that the spell "dimension door" is easily 2753 (Don't forget that the spell "dimension door" is easily
2638 2767
2639<!--####################################################################--> 2768<!--####################################################################-->
2640<type number="29" name="Magic Ear"> 2769<type number="29" name="Magic Ear">
2641 <ignore> 2770 <ignore>
2642 <ignore_list name="system_object" /> 2771 <ignore_list name="system_object" />
2772 <attribute arch="connected"/>
2643 </ignore> 2773 </ignore>
2644 <description><![CDATA[ 2774 <description><![CDATA[
2645 Magic_ears trigger a connected value 2775 Magic_ears trigger a connected value
2646 when the player speaks a specific keyword.]]> 2776 when the player speaks a specific keyword.]]>
2647 </description> 2777 </description>
2656 according to his conversation with a player. Mostly this means 2786 according to his conversation with a player. Mostly this means
2657 opening a gate or handing out some item, but you could be quite 2787 opening a gate or handing out some item, but you could be quite
2658 creative here.]]> 2788 creative here.]]>
2659 </use> 2789 </use>
2660 <attribute arch="no_pick" value="1" type="fixed" /> 2790 <attribute arch="no_pick" value="1" type="fixed" />
2661 <attribute arch="connected" editor="connection" type="int"> 2791 <attribute arch="connected" editor="connection" type="string">
2662 The Magic_ear will trigger all objects with the 2792 The Magic_ear will trigger all objects with the
2663 same connection value, every time it is activated. 2793 same connection value, every time it is activated.
2664 </attribute> 2794 </attribute>
2665 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> 2795 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2666 This textfield contains the keyword-matching-syntax. The text should 2796 This textfield contains the keyword-matching-syntax. The text should
2677 2807
2678<!--####################################################################--> 2808<!--####################################################################-->
2679<type number="62" name="Magic Wall"> 2809<type number="62" name="Magic Wall">
2680 <ignore> 2810 <ignore>
2681 <ignore_list name="non_pickable" /> 2811 <ignore_list name="non_pickable" />
2812 <attribute arch="connected"/>
2682 </ignore> 2813 </ignore>
2683 <description><![CDATA[ 2814 <description><![CDATA[
2684 Magic walls fire spells in a given direction, in regular intervals. 2815 Magic walls fire spells in a given direction, in regular intervals.
2685 Magic walls can contain any spell. However, some spells do not 2816 Magic walls can contain any spell. However, some spells do not
2686 operate very successfully in them. The only way to know is to test 2817 operate very successfully in them. The only way to know is to test
2717 The wall will cast it's spells at level &lt;spell level&gt;. "level 1" 2848 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 2849 walls cast spells at minimal strength. "level 100" walls cast deadly
2719 spells. Arch default is level 1 - you should always set this value 2850 spells. Arch default is level 1 - you should always set this value
2720 to meet the overall difficulty of your map. 2851 to meet the overall difficulty of your map.
2721 </attribute> 2852 </attribute>
2722 <attribute arch="connected" editor="connection" type="int"> 2853 <attribute arch="connected" editor="connection" type="string">
2723 Every time the &lt;connection&gt; value is triggered, the wall will cast 2854 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 2855 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2725 have much visible effect. 2856 have much visible effect.
2726 </attribute> 2857 </attribute>
2727 &activate_on; 2858 &activate_on;
2763 2894
2764<!--####################################################################--> 2895<!--####################################################################-->
2765<type number="55" name="Marker"> 2896<type number="55" name="Marker">
2766 <ignore> 2897 <ignore>
2767 <ignore_list name="system_object" /> 2898 <ignore_list name="system_object" />
2899 <attribute arch="connected"/>
2768 </ignore> 2900 </ignore>
2769 <description><![CDATA[ 2901 <description><![CDATA[
2770 A marker is an object that inserts an invisible force (a mark) into a 2902 A marker is an object that inserts an invisible force (a mark) into a
2771 player stepping on it. This force does nothing except containing a 2903 player stepping on it. This force does nothing except containing a
2772 &lt;key string&gt; which can be discovered by detectors or inventory 2904 &lt;key string&gt; which can be discovered by detectors or inventory
2773 checkers. It is also possible to use markers for removing marks again. 2905 checkers. It is also possible to use markers for removing marks again
2906 (by setting the "name" slot to the name of the marker to be removed).
2774 <br><br> 2907 <br><br>
2775 Note that the player has no possibility to "see" his own marks, 2908 Note that the player has no possibility to "see" his own marks,
2776 except by the effect that they cause on the maps.]]> 2909 except by the effect that they cause on the maps.]]>
2777 </description> 2910 </description>
2778 <use><![CDATA[ 2911 <use><![CDATA[
2790 <attribute arch="slaying" editor="key string" type="string"> 2923 <attribute arch="slaying" editor="key string" type="string">
2791 The &lt;key string&gt; can be detected by inv. checkers/detectors. 2924 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;, 2925 If the player already has a force with that &lt;key string&gt;,
2793 there won't be inserted a second one. 2926 there won't be inserted a second one.
2794 </attribute> 2927 </attribute>
2795 <attribute arch="connected" editor="connection" type="int"> 2928 <attribute arch="connected" editor="connection" type="string">
2796 When the detector is triggered, all objects with the same 2929 When the detector is triggered, all objects with the same
2797 connection value get activated. 2930 connection value get activated.
2798 </attribute> 2931 </attribute>
2799 <attribute arch="speed" editor="marking speed" type="float"> 2932 <attribute arch="speed" editor="marking speed" type="float">
2800 The &lt;marking speed&gt; defines how quickly it will mark something 2933 The &lt;marking speed&gt; defines how quickly it will mark something
3232 3365
3233<!--####################################################################--> 3366<!--####################################################################-->
3234<type number="65" name="Mood Floor"> 3367<type number="65" name="Mood Floor">
3235 <ignore> 3368 <ignore>
3236 <ignore_list name="system_object" /> 3369 <ignore_list name="system_object" />
3370 <attribute arch="connected"/>
3237 </ignore> 3371 </ignore>
3238 <description><![CDATA[ 3372 <description><![CDATA[
3239 As the name implies, mood floors can change the "mood" of 3373 As the name implies, mood floors can change the "mood" of
3240 a monsters/NPC. For example, an unagressive monster could be 3374 a monsters/NPC. For example, an unagressive monster could be
3241 turned mad to start attacking. Similar, an agressive monster 3375 turned mad to start attacking. Similar, an agressive monster
3271 &lt;mood&gt; 'charm': Turns monster into a pet of person 3405 &lt;mood&gt; 'charm': Turns monster into a pet of person
3272 who triggers the square. This setting is not 3406 who triggers the square. This setting is not
3273 enabled for continous operation, you need to 3407 enabled for continous operation, you need to
3274 insert a &lt;connection&gt; value! 3408 insert a &lt;connection&gt; value!
3275 </attribute> 3409 </attribute>
3276 <attribute arch="connected" editor="connection" type="int"> 3410 <attribute arch="connected" editor="connection" type="string">
3277 This should only be set in combination with &lt;mood number&gt; 4. 3411 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 3412 Normally, monsters are affected by the mood floor as soon as they
3279 step on it. But charming (monster -&gt; pet) is too powerful, 3413 step on it. But charming (monster -&gt; pet) is too powerful,
3280 so it needs to be activated. 3414 so it needs to be activated.
3281 3415
3380 3514
3381<!--####################################################################--> 3515<!--####################################################################-->
3382<type number="17" name="Pedestal"> 3516<type number="17" name="Pedestal">
3383 <ignore> 3517 <ignore>
3384 <ignore_list name="non_pickable" /> 3518 <ignore_list name="non_pickable" />
3519 <attribute arch="connected"/>
3385 </ignore> 3520 </ignore>
3386 <description><![CDATA[ 3521 <description><![CDATA[
3387 Pedestals are designed to detect certain types of living objects. 3522 Pedestals are designed to detect certain types of living objects.
3388 When a predefined type of living creature steps on the pedestal, the 3523 When a predefined type of living creature steps on the pedestal, the
3389 connected value is triggered.]]> 3524 connected value is triggered.]]>
3404 place where only fireborns can enter, by setting "slaying unnatural". 3539 place where only fireborns can enter, by setting "slaying unnatural".
3405 3540
3406 If it is set to "player", any player stepping on the pedestal 3541 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 3542 is a match. Very useful if you want to open a gate for players
3408 but not for monsters. 3543 but not for monsters.
3544
3545 &match_compat;
3409 </attribute> 3546 </attribute>
3410 <attribute arch="connected" editor="connection" type="int"> 3547 <attribute arch="connected" editor="connection" type="string">
3411 When the pedestal is triggered, all objects with the same 3548 When the pedestal is triggered, all objects with the same
3412 connection value get activated. 3549 connection value get activated.
3413 </attribute> 3550 </attribute>
3414 &move_on; 3551 &move_on;
3415</type> 3552</type>
3416 3553
3417<!--####################################################################--> 3554<!--####################################################################-->
3555<type number="32" name="Pedestal Trigger">
3556 <import_type name="Pedestal" />
3557 <ignore>
3558 <ignore_list name="non_pickable" />
3559 </ignore>
3560 <description><![CDATA[
3561 Pedestal triggers are pedestals which reset after a short period
3562 of time. Every time it is either applied or reset, the
3563 &lt;connection&gt; value is triggered.]]>
3564 </description>
3565</type>
3566
3567<!--####################################################################-->
3568<type number="19" name="Item Match">
3569 <ignore>
3570 <ignore_list name="non_pickable" />
3571 <attribute arch="connected"/>
3572 </ignore>
3573 <description><![CDATA[
3574 Match objects use the deliantra matching language
3575 (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
3576 to match items on the same mapspace (if move_on/off are unset) or
3577 items trying to enter (if move_blocked is set).
3578
3579 If a connected value is given, then it is triggered if the first object
3580 matching the expression is put on it, and the last is removed.]]>
3581 </description>
3582 <use><![CDATA[
3583 If you want to trigger something else (e.g. a gate) when an item is above this object,
3584 use the move_on/move_off settings.
3585
3586 If you want to keep something from entering if it has (or lacks) a specific item,
3587 use the move_blocked setting.]]>
3588 </use>
3589 <attribute arch="no_pick" value="1" type="fixed" />
3590 <attribute arch="slaying" editor="match expression" type="string">
3591 &match_compat;
3592
3593 Optionally you can leave out the "match " prefix.
3594 </attribute>
3595 <attribute arch="connected" editor="connection" type="string">
3596 When the match is triggered, all objects with the same
3597 connection value get activated.
3598 </attribute>
3599 &move_on;
3600 &move_off;
3601 &move_block;
3602</type>
3603
3604<!--####################################################################-->
3418<type number="94" name="Pit"> 3605<type number="94" name="Pit">
3419 <ignore> 3606 <ignore>
3420 <ignore_list name="non_pickable" /> 3607 <ignore_list name="non_pickable" />
3608 <attribute arch="connected"/>
3421 </ignore> 3609 </ignore>
3422 <description><![CDATA[ 3610 <description><![CDATA[
3423 Pits are holes, transporting the player when he walks (and falls) into them. 3611 Pits are holes, transporting the player when he walks (and falls) into them.
3424 A speciality about pits is that they don't transport the player to 3612 A speciality about pits is that they don't transport the player to
3425 the exact destination, but within a configurable radius of the destination 3613 the exact destination, but within a configurable radius of the destination
3436 </use> 3624 </use>
3437 <attribute arch="no_pick" value="1" type="fixed" /> 3625 <attribute arch="no_pick" value="1" type="fixed" />
3438 <attribute arch="range" editor="spread radius" type="int"> 3626 <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). 3627 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3440 </attribute> 3628 </attribute>
3441 <attribute arch="connected" editor="connection" type="int"> 3629 <attribute arch="connected" editor="connection" type="string">
3442 When a &lt;connection&gt; value is set, the pit can be opened/closed 3630 When a &lt;connection&gt; value is set, the pit can be opened/closed
3443 by activating the connection. 3631 by activating the connection.
3444 </attribute> 3632 </attribute>
3445 &activate_on; 3633 &activate_on;
3446 <attribute arch="hp" editor="destination X" type="int"> 3634 <attribute arch="hp" editor="destination X" type="int">
4059 4247
4060<!--####################################################################--> 4248<!--####################################################################-->
4061<type number="98" name="Sign &amp; MagicMouth"> 4249<type number="98" name="Sign &amp; MagicMouth">
4062 <ignore> 4250 <ignore>
4063 <ignore_list name="non_pickable" /> 4251 <ignore_list name="non_pickable" />
4252 <attribute arch="connected"/>
4064 </ignore> 4253 </ignore>
4065 <description><![CDATA[ 4254 <description><![CDATA[
4066 The purpose of a sign or magic_mouth is to display a certain message to 4255 The purpose of a sign or magic_mouth is to display a certain message to
4067 the player. There are three ways to have the player get this message: 4256 the player. There are three ways to have the player get this message:
4068 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply 4257 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4072 Use signs and magic_mouths, plenty of them! Place magic_mouths to add 4261 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 4262 some true roleplay feeling to your maps, support your storyline or give
4074 hints about hidden secrets/dangers. Place signs to provide the player 4263 hints about hidden secrets/dangers. Place signs to provide the player
4075 with all kinds of useful information for getting along in your maps.]]> 4264 with all kinds of useful information for getting along in your maps.]]>
4076 </use> 4265 </use>
4077 <attribute arch="connected" editor="connection" type="int"> 4266 <attribute arch="connected" editor="connection" type="string">
4078 When a connection value is set, the message will be printed whenever 4267 When a connection value is set, the message will be printed whenever
4079 the connection is triggered. This should be used in combination with 4268 the connection is triggered. This should be used in combination with
4080 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4269 &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 4270 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. 4271 printed to one player, but all players on the current map.
4290 </attribute> 4479 </attribute>
4291 <attribute arch="other_arch" editor="create object" type="string"> 4480 <attribute arch="other_arch" editor="create object" type="string">
4292 </attribute> 4481 </attribute>
4293 <attribute arch="sp" editor="cost spellpoints" type="int"> 4482 <attribute arch="sp" editor="cost spellpoints" type="int">
4294 </attribute> 4483 </attribute>
4484 <attribute arch="dam" editor="damage" type="int">
4485 </attribute>
4295 <attribute arch="grace" editor="cost grace" type="int"> 4486 <attribute arch="grace" editor="cost grace" type="int">
4296 </attribute> 4487 </attribute>
4297 <attribute arch="maxsp" editor="double cost per level" type="int"> 4488 <attribute arch="maxsp" editor="double cost per level" type="int">
4298 </attribute> 4489 </attribute>
4299</type> 4490</type>
4405 4596
4406<!--####################################################################--> 4597<!--####################################################################-->
4407<type number="41" name="Teleporter"> 4598<type number="41" name="Teleporter">
4408 <ignore> 4599 <ignore>
4409 <ignore_list name="non_pickable" /> 4600 <ignore_list name="non_pickable" />
4601 <attribute arch="connected"/>
4410 </ignore> 4602 </ignore>
4411 <description><![CDATA[ 4603 <description><![CDATA[
4412 When the player walks into a teleporter, he is transferred to a 4604 When the player walks into a teleporter, he is transferred to a
4413 different location. The main difference to the object-type exit 4605 different location. The main difference to the object-type exit
4414 is the possibility to have teleporters connected to levers/buttons/etc. 4606 is the possibility to have teleporters connected to levers/buttons/etc.
4470 be transferred to the "default enter location" of the destined map. 4662 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, 4663 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 4664 please DO NOT use that. It turned out to be a source for numerous
4473 map-bugs. 4665 map-bugs.
4474 </attribute> 4666 </attribute>
4475 <attribute arch="connected" editor="connection" type="int"> 4667 <attribute arch="connected" editor="connection" type="string">
4476 If a connection value is set, the teleporter will be activated 4668 If a connection value is set, the teleporter will be activated
4477 whenever the connection is triggered. To use this properly, 4669 whenever the connection is triggered. To use this properly,
4478 &lt;activation speed&gt; must be zero. 4670 &lt;activation speed&gt; must be zero.
4479 </attribute> 4671 </attribute>
4480 &activate_on; 4672 &activate_on;
4493 4685
4494<!--####################################################################--> 4686<!--####################################################################-->
4495<type number="26" name="Timed Gate"> 4687<type number="26" name="Timed Gate">
4496 <ignore> 4688 <ignore>
4497 <ignore_list name="non_pickable" /> 4689 <ignore_list name="non_pickable" />
4690 <attribute arch="connected"/>
4498 </ignore> 4691 </ignore>
4499 <description><![CDATA[ 4692 <description><![CDATA[
4500 Gates play an important role in Deliantra. Gates can be opened 4693 Gates play an important role in Deliantra. Gates can be opened
4501 by activating a button/trigger, by speaking passwords (-> magic_ear) 4694 by activating a button/trigger, by speaking passwords (-> magic_ear)
4502 or carrying special key-objects (-> inventory checker). 4695 or carrying special key-objects (-> inventory checker).
4509 Use gates to divide your maps into separated areas. After solving 4702 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 4703 area A, the player gains access to area B, and so on. Make your
4511 maps more complex than "one-way".]]> 4704 maps more complex than "one-way".]]>
4512 </use> 4705 </use>
4513 <attribute arch="no_pick" value="1" type="fixed" /> 4706 <attribute arch="no_pick" value="1" type="fixed" />
4514 <attribute arch="connected" editor="connection" type="int"> 4707 <attribute arch="connected" editor="connection" type="string">
4515 Whenever the inventory checker is triggered, all objects with identical 4708 Whenever the inventory checker is triggered, all objects with identical
4516 &lt;connection&gt; value get activated. This only makes sense together with 4709 &lt;connection&gt; value get activated. This only makes sense together with
4517 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4710 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4518 after some time. 4711 after some time.
4519 </attribute> 4712 </attribute>
4547 <attribute arch="name_pl" /> 4740 <attribute arch="name_pl" />
4548 <attribute arch="weight" /> 4741 <attribute arch="weight" />
4549 <attribute arch="value" /> 4742 <attribute arch="value" />
4550 <attribute arch="material" /> 4743 <attribute arch="material" />
4551 <attribute arch="unpaid" /> 4744 <attribute arch="unpaid" />
4745 <attribute arch="connected"/>
4552 </ignore> 4746 </ignore>
4553 <description><![CDATA[ 4747 <description><![CDATA[
4554 A trap is a object that can either do damage or trigger another connected object 4748 A trap is a object that can either do damage or trigger another connected object
4555 when detonated. Traps are like runes except they are not magical in nature, 4749 when detonated. Traps are like runes except they are not magical in nature,
4556 and generally have either a physical attack or trigger a reaction. 4750 and generally have either a physical attack or trigger a reaction.
4586 </attribute> 4780 </attribute>
4587 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4781 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4588 This attribute defines what attacktype to use for direct damage when 4782 This attribute defines what attacktype to use for direct damage when
4589 the trap detonates. 4783 the trap detonates.
4590 </attribute> 4784 </attribute>
4591 <attribute arch="connected" editor="connection" type="int"> 4785 <attribute arch="connected" editor="connection" type="string">
4592 When the trap is detonated, all objects with the same 4786 When the trap is detonated, all objects with the same
4593 connection value get activated. 4787 connection value get activated.
4594 </attribute> 4788 </attribute>
4595 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> 4789 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4596 When the trap detonates, this text is displayed to the 4790 When the trap detonates, this text is displayed to the
4692 4886
4693<!--####################################################################--> 4887<!--####################################################################-->
4694<type number="52" name="Trigger Marker"> 4888<type number="52" name="Trigger Marker">
4695 <ignore> 4889 <ignore>
4696 <ignore_list name="system_object" /> 4890 <ignore_list name="system_object" />
4891 <attribute arch="connected"/>
4697 </ignore> 4892 </ignore>
4698 <description><![CDATA[ 4893 <description><![CDATA[
4699 A trigger marker is an object that inserts an invisible force (a mark) into a 4894 A trigger marker is an object that inserts an invisible force (a mark) into a
4700 player stepping on it WHEN TRIGGERED. This force does nothing except containing a 4895 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4701 &lt;key string&gt; which can be discovered by detectors or inventory 4896 &lt;key string&gt; which can be discovered by detectors or inventory
4702 checkers. It is also possible to use markers for removing marks again. 4897 checkers. It is also possible to use markers for removing marks again.
4898 (by setting the "name" slot to the name of the marker to be removed).
4703 <br><br> 4899 <br><br>
4704 Note that the player has no possibility to "see" his own marks, 4900 Note that the player has no possibility to "see" his own marks,
4705 except by the effect that they cause on the maps.]]> 4901 except by the effect that they cause on the maps.]]>
4706 </description> 4902 </description>
4707 <use><![CDATA[ 4903 <use><![CDATA[
4719 <attribute arch="slaying" editor="key string" type="string"> 4915 <attribute arch="slaying" editor="key string" type="string">
4720 The &lt;key string&gt; can be detected by inv. checkers/detectors. 4916 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;, 4917 If the player already has a force with that &lt;key string&gt;,
4722 there won't be inserted a second one. 4918 there won't be inserted a second one.
4723 </attribute> 4919 </attribute>
4724 <attribute arch="connected" editor="connection" type="int"> 4920 <attribute arch="connected" editor="connection" type="string">
4725 Unlike a regular marker this is the connection that triggers this marker to activate. 4921 Unlike a regular marker this is the connection that triggers this marker to activate.
4726 </attribute> 4922 </attribute>
4727 <attribute arch="food" editor="mark duration" type="int"> 4923 <attribute arch="food" editor="mark duration" type="int">
4728 This value defines the duration of the force it inserts. 4924 This value defines the duration of the force it inserts.
4729 If nonzero, the duration of the player's mark is finite: 4925 If nonzero, the duration of the player's mark is finite:

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