--- deliantra/Deliantra/res/types.xml 2009/01/08 01:26:55 1.44
+++ deliantra/Deliantra/res/types.xml 2010/03/30 14:59:20 1.63
@@ -103,12 +103,12 @@
false CDATA #IMPLIED>
+
Which movement types automatically (as opposed to manually) activate this object.
">
+
Which movement types deactivate this object (e.g. button).
">
@@ -118,10 +118,13 @@
or grants (e.g. for amulets).
">
-
Objects using these movement types cannot move over this space.
+ ">
+
Objects using these movement types are allowed to move over this space. Takes
precedence over 'blocked movements'.
@@ -351,6 +354,12 @@
">
+
]>
@@ -470,6 +479,8 @@
+
+
@@ -676,7 +687,7 @@
If <glow radius> is set to a value greater zero, the object
appears lit up on dark maps. <glow radius> can be a value
- between 0 and 4, the higher, the more light does the object emit.
+ between 0 and 9, the higher, the more light does the object emit.
This bitmask-value informs the player of which material(s) the
@@ -694,7 +705,7 @@
If an item is set to block view, players (and monsters) cannot
- see byond it unless they cross it or manage to stand ontop.
+ see beyond it unless they cross it or manage to stand ontop.
If an item is identified, the player has full knowledge about it.
@@ -714,6 +725,15 @@
arch/res/sound.conf.res or a path. If you enter <path> in this
field it will point to sound/<path>.ext
+
+ Unique items exist only one time on a server. If the item
+ is taken, lost or destroyed - it's gone for good.
+
+
+ For "normal" objects the connected value is mainly used for scripting purposes.
+ You can write a string in this field that can be used from a Perl script (find_link function)
+ to find this object, or all objects that got this connected value.
+
+
+
+
+
+
+ This flag controls whether the torch can be lit up again using
+ a lighter or whether it can only be used once, in which case
+ they can be enabled by simply applying them without any special tools.
+
+
+ This field specifies the burning duration of the torch.
+
+
+ This field sets the glow radius of the torch if it is enabled.
+ If you want to make a torch that is already burning set the
+ "glow radius" field.
+
+
+ If this field specyfies the cursed effect's level. If it is
+ 0 no cursed effect will be generate. See also the "cursed" flag.
+
+
+ Cursed torches, which have a level above 0, explode if the
+ player applies them.
+
+
+
+
+
+
+
+ This field is the speed of the lamp. (If the value 0.00208 is given
+ here the fuel field will specify the burning duration in minutes.)
+
+
+ This field sets the burning duration of the lamp, which depends on the speed
+ field of this object.
+
+
+ This field sets the glow radius of the lamp if it is enabled.
+ If you want to make a lamp that is already burning set the
+ "glow radius" field.
+
+
+ If this field specyfies the cursed effect's level. If it is
+ 0 no cursed effect will be generate. See also the "cursed" flag.
+
+
+ Cursed lamps, which have a level above 0, explode if the
+ player applies them.
+
+
+
+
+
The drop amount specifies the amount of items (specified
@@ -874,7 +956,7 @@
Note that the maximum possible for <drop amount> is 32767.
-
+
If a connection value is set, the altar will trigger all objects
with the same value, when activated. This will only work once.
@@ -894,6 +976,7 @@
+
The drop amount specifies the amount of items (specified
@@ -929,7 +1013,7 @@
Note that the maximum possible for <drop amount> is 32767.
-
+
If a connection value is set, the altar will trigger all objects
with the same value, when activated. This will only work once.
@@ -1227,6 +1311,25 @@
+
+
+
+
+ A godgiven item vanishes as soon as the player
+ drops it to the ground.
+
+
+ Unique items exist only one time on a server. If the item
+ is taken, lost or destroyed - it's gone for good.
+
+
+ This is the item created after being inscribed - scrolls are treated
+ like spell scrolls, all else will have it's message replaced.
+
+
+
+
+
-
+
Every time the button is pressed or released, all objects
with the same <connection> value are activated.
@@ -1451,6 +1555,11 @@
If <key string> is set, only players with a special key
of matching <key string> are able to open the container.
+
+ When the key string starts with "match ", then it is expected to
+ be a match expression, which will be applied to the player, so
+ you can use e.g. (match type=POTION in inv). Note that the matched
+ object will be removed.
The container can hold a maximum total weight of the given value
@@ -1550,6 +1659,7 @@
+
-
+
Whenever the connection value is activated,
the creator gets triggered.
&activate_on;
-
- If <infinit uses> is set, the creator will work
+
+ If <unlimited uses> is set, the creator will work
infinitely, regardless of the value in <number of uses>.
@@ -1603,6 +1713,7 @@
+
What is "unique" about them, compared to inv. checkers/ pedestals?
- First, detectors check their square for a match periodically, not
- instantly. Second, detectors check directly for object names. Third,
+ instantly, so generate much higher server load
+ Second, detectors check directly for object names. Third,
detectors do not check the inventory of players/monsters.]]>
-
-
+
Every time the handle is applied, all objects
with the same <connection> value are activated.
@@ -2339,7 +2462,7 @@
Unique floor means that any items dropped on that spot
- will be saved byond map reset. For permanent apartments,
+ will be saved beyond map reset. For permanent apartments,
all floor tiles must be set <unique map>.
@@ -2374,7 +2497,7 @@
@@ -2461,6 +2584,7 @@
+
-
+
Whenever the inventory checker is triggered, all objects with identical
<connection> value get activated. This only makes sense together with
<blocking passage> disabled.
@@ -2617,6 +2741,11 @@
is unique among the Deliantra mapset.
DONT EVER USE the default string "set_individual_value".
+
+ When the key string starts with "match ", then it is expected to
+ be a match expression, which will be applied to the player, so
+ you can use e.g. (match type=POTION in inv). Note that the matched
+ object will be removed.
Restricting the use of spells to pass this door.
@@ -2640,6 +2769,7 @@
+
-
+
The Magic_ear will trigger all objects with the
same connection value, every time it is activated.
@@ -2679,6 +2809,7 @@
+
-
+
Every time the <connection> value is triggered, the wall will cast
it's spell. You should set <casting speed> to zero, or this won't
have much visible effect.
@@ -2765,12 +2896,14 @@
+
Note that the player has no possibility to "see" his own marks,
except by the effect that they cause on the maps.]]>
@@ -2792,7 +2925,7 @@
If the player already has a force with that <key string>,
there won't be inserted a second one.
-
+
When the detector is triggered, all objects with the same
connection value get activated.
@@ -3234,6 +3367,7 @@
+
-
+
This should only be set in combination with <mood number> 4.
Normally, monsters are affected by the mood floor as soon as they
step on it. But charming (monster -> pet) is too powerful,
@@ -3382,6 +3516,7 @@
+
-
+
When the pedestal is triggered, all objects with the same
connection value get activated.
@@ -3415,9 +3552,60 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ &match_compat;
+
+ Optionally you can leave out the "match " prefix.
+
+
+ When the match is triggered, all objects with the same
+ connection value get activated.
+
+ &move_on;
+ &move_off;
+ &move_block;
+
+
+
+
The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
-
+
When a <connection> value is set, the pit can be opened/closed
by activating the connection.
@@ -4061,6 +4249,7 @@
+
-
+
When a connection value is set, the message will be printed whenever
the connection is triggered. This should be used in combination with
<invisible> enabled and <activate by walking/flying> disabled.
@@ -4292,6 +4481,8 @@
+
+
@@ -4407,6 +4598,7 @@
+
-
+
If a connection value is set, the teleporter will be activated
whenever the connection is triggered. To use this properly,
<activation speed> must be zero.
@@ -4495,6 +4687,7 @@
+
-
+
Whenever the inventory checker is triggered, all objects with identical
<connection> value get activated. This only makes sense together with
<blocking passage> disabled. If unset, the gate opens automatically
@@ -4549,6 +4742,7 @@
+
-
+
When the trap is detonated, all objects with the same
connection value get activated.
@@ -4694,12 +4888,14 @@
+
Note that the player has no possibility to "see" his own marks,
except by the effect that they cause on the maps.]]>
@@ -4721,7 +4917,7 @@
If the player already has a force with that <key string>,
there won't be inserted a second one.
-
+
Unlike a regular marker this is the connection that triggers this marker to activate.