--- 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.]]>
- + + Best avoid this type at all costs, use a pedestal instead. @@ -1625,7 +1734,7 @@ Actually it does also check for the <key string> in key-objects, but for this case inventory checkers are often more powerful to use. - + When the detector is triggered, all objects with the same connection value get activated. @@ -1646,18 +1755,19 @@ + - + When the map script object is triggered, it will execute the perl script with the triggering object as $activator. @@ -1867,7 +1977,7 @@ @@ -1900,6 +2010,7 @@ + - + An activator (lever, altar, button, etc) with matching connection value is able to trigger this duplicator. Be very careful that players cannot abuse it to create endless amounts of money or other valuable stuff! @@ -2076,9 +2187,14 @@ 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>. + + A buildable can be built upon. This is usually used in combination with + the unique attribute for player apartments or guild storages. But it's + use is not limited to private maps. + This text may describe the object. @@ -2120,9 +2236,14 @@ 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>. + + A buildable can be built upon. This is usually used in combination with + the unique attribute for player apartments or guild storages. But it's + use is not limited to private maps. + This text may describe the object. @@ -2148,6 +2269,7 @@ + The speed of the gate affects how fast it is closing/opening. - + Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled. @@ -2232,6 +2354,7 @@ + - + 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.