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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.50 by root, Sun Oct 11 17:00:44 2009 UTC vs.
Revision 1.61 by elmex, Tue Mar 9 15:20:01 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'>
474 <entry value="0" name="furious" /> 477 <entry value="0" name="furious" />
475 <entry value="1" name="angry" /> 478 <entry value="1" name="angry" />
476 <entry value="2" name="calm" /> 479 <entry value="2" name="calm" />
477 <entry value="3" name="sleep" /> 480 <entry value="3" name="sleep" />
478 <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" />
479</list> 484</list>
480 485
481<list name="potion_effect"> 486<list name="potion_effect">
482 <entry value="0" name="&lt;none&gt;" /> 487 <entry value="0" name="&lt;none&gt;" />
483 <entry value="65536" name="life restoration" /> 488 <entry value="65536" name="life restoration" />
718 <attribute arch="sound_destroy" editor="destroy sound" type="string"> 723 <attribute arch="sound_destroy" editor="destroy sound" type="string">
719 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
720 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
721 field it will point to sound/&lt;path&gt;.ext 726 field it will point to sound/&lt;path&gt;.ext
722 </attribute> 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>
723</default_type> 732</default_type>
724 733
725<!-- This ignorelist is for all system objects which are non pickable 734<!-- This ignorelist is for all system objects which are non pickable
726 and invisible. They don't interact with players at all. --> 735 and invisible. They don't interact with players at all. -->
727<ignore_list name="system_object"> 736<ignore_list name="system_object">
852 861
853<!--####################################################################--> 862<!--####################################################################-->
854 863
855<type number="81" name="Torch"> 864<type number="81" name="Torch">
856 <description><![CDATA[ 865 <description><![CDATA[
857 Torches are a special kind of Lamp, they are worn out by repeatedly 866 Torches are a special kind of Lamp that offer the option of lighting them
858 lightening them up (when the is_lightable flag is set) and otherwise 867 up without using a lighter (These torches are usually
859 they can only be used once.]]> 868 called 'pyrophor torches'. See also the 'reignitable' setting).
869 The other kind of torches, that are reignitable, can be put out and
870 put on again using a lighter.]]>
860 </description> 871 </description>
872 <attribute arch="is_lightable" editor="reignitable" type="bool">
873 This flag controls whether the torch can be lit up again using
874 a lighter or whether it can only be used once, in which case
875 they can be enabled by simply applying them without any special tools.
876 </attribute>
861 <attribute arch="food" editor="burning duration" type="int"> 877 <attribute arch="food" editor="burning duration" type="int">
862 This field specifies the burning duration of the torch. 878 This field specifies the burning duration of the torch.
863 </attribute> 879 </attribute>
864 <attribute arch="range" editor="enabled glow radius" type="int"> 880 <attribute arch="range" editor="enabled glow radius" type="int">
865 This field sets the glow radius of the torch if it is enabled. 881 This field sets the glow radius of the torch if it is enabled.
1529 container classes. 1545 container classes.
1530 </attribute> 1546 </attribute>
1531 <attribute arch="slaying" editor="key string" type="string"> 1547 <attribute arch="slaying" editor="key string" type="string">
1532 If &lt;key string&gt; is set, only players with a special key 1548 If &lt;key string&gt; is set, only players with a special key
1533 of matching &lt;key string&gt; are able to open the container. 1549 of matching &lt;key string&gt; are able to open the container.
1550
1551 When the key string starts with "match ", then it is expected to
1552 be a match expression, which will be applied to the player, so
1553 you can use e.g. (match type=POTION in inv). Note that the matched
1554 object will be removed.
1534 </attribute> 1555 </attribute>
1535 <attribute arch="container" editor="maximum weight" type="int"> 1556 <attribute arch="container" editor="maximum weight" type="int">
1536 The container can hold a maximum total weight of the given value 1557 The container can hold a maximum total weight of the given value
1537 in gram. Note that this weight limit is calculated *after* the 1558 in gram. Note that this weight limit is calculated *after* the
1538 weight reduction (&lt;reduce weight&gt;) has been applied. 1559 weight reduction (&lt;reduce weight&gt;) has been applied.
1652 <attribute arch="connected" editor="connection" type="string"> 1673 <attribute arch="connected" editor="connection" type="string">
1653 Whenever the connection value is activated, 1674 Whenever the connection value is activated,
1654 the creator gets triggered. 1675 the creator gets triggered.
1655 </attribute> 1676 </attribute>
1656 &activate_on; 1677 &activate_on;
1657 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1678 <attribute arch="lifesave" editor="unlimited uses" type="bool">
1658 If &lt;infinit uses&gt; is set, the creator will work 1679 If &lt;unlimited uses&gt; is set, the creator will work
1659 infinitely, regardless of the value in &lt;number of uses&gt;. 1680 infinitely, regardless of the value in &lt;number of uses&gt;.
1660 </attribute> 1681 </attribute>
1661 <attribute arch="speed" editor="speed" type="float"> 1682 <attribute arch="speed" editor="speed" type="float">
1662 When this field is set the creator will periodically create stuff 1683 When this field is set the creator will periodically create stuff
1663 (and will still do so when the connection is triggered). 1684 (and will still do so when the connection is triggered).
1688 Detectors work quite much like inv. checkers/pedestals: If the detector 1709 Detectors work quite much like inv. checkers/pedestals: If the detector
1689 finds a specific object, it toggles its connected value. 1710 finds a specific object, it toggles its connected value.
1690 <br><br> 1711 <br><br>
1691 What is "unique" about them, compared to inv. checkers/ pedestals? 1712 What is "unique" about them, compared to inv. checkers/ pedestals?
1692 - First, detectors check their square for a match periodically, not 1713 - First, detectors check their square for a match periodically, not
1714 instantly, so generate much higher server load
1693 instantly. Second, detectors check directly for object names. Third, 1715 Second, detectors check directly for object names. Third,
1694 detectors do not check the inventory of players/monsters.]]> 1716 detectors do not check the inventory of players/monsters.]]>
1695 </description> 1717 </description>
1696 <use><![CDATA[ 1718 <use>
1697 There is one major speciality about detectors: You can detect spells 1719 Best avoid this type at all costs, use a pedestal instead.
1698 blown over a detector! To detect a lighting bolt for example, set
1699 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1700 walls, this can be very useful for map-mechanisms.]]>
1701 </use> 1720 </use>
1702 <attribute arch="no_pick" value="1" type="fixed" /> 1721 <attribute arch="no_pick" value="1" type="fixed" />
1703 <attribute arch="slaying" editor="match name" type="string"> 1722 <attribute arch="slaying" editor="match name" type="string">
1704 &lt;match name&gt; specifies the name of the object we are looking for. 1723 &lt;match name&gt; specifies the name of the object we are looking for.
1705 Actually it does also check for the &lt;key string&gt; in key-objects, 1724 Actually it does also check for the &lt;key string&gt; in key-objects,
1727 <ignore> 1746 <ignore>
1728 <ignore_list name="system_object" /> 1747 <ignore_list name="system_object" />
1729 </ignore> 1748 </ignore>
1730 <description><![CDATA[ 1749 <description><![CDATA[
1731 The map script object is a very special object that can react to connected 1750 The map script object is a very special object that can react to connected
1732 events and executes a perl script. 1751 events and executes a perl script in the msg slot.
1733 ]]> 1752 ]]>
1734 </description> 1753 </description>
1735 <use><![CDATA[ 1754 <use><![CDATA[
1736 The perl script gets passed an $activator object and can use the set/get/find/timer functions 1755 The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions
1737 to react to/trigger other objects. 1756 to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.
1738 ]]> 1757 ]]>
1739 </use> 1758 </use>
1740 <attribute arch="connected" editor="connection" type="string"> 1759 <attribute arch="connected" editor="connection" type="string">
1741 When the map script object is triggered, it will execute 1760 When the map script object is triggered, it will execute
1742 the perl script with the triggering object as $activator. 1761 the perl script with the triggering object as $activator.
1945<type number="23" name="Door"> 1964<type number="23" name="Door">
1946 <ignore> 1965 <ignore>
1947 <ignore_list name="non_pickable" /> 1966 <ignore_list name="non_pickable" />
1948 </ignore> 1967 </ignore>
1949 <description><![CDATA[ 1968 <description><![CDATA[
1950 A door can be opened with a normal key. It also can be broken by attacking 1969 A door can be opened with any normal key. It also can be broken by attacking
1951 it, and it can be defeated with the lockpicking skill. If a door is 1970 it, and it can be defeated with the lockpicking skill. If a door is
1952 defeated, horizontally and vertically adjacent doors are automatically 1971 defeated, horizontally and vertically adjacent doors are automatically
1953 removed.]]> 1972 removed.]]>
1954 </description> 1973 </description>
1955 <attribute arch="no_pick" value="1" type="fixed" /> 1974 <attribute arch="no_pick" value="1" type="fixed" />
2157 <attribute arch="unique" editor="unique map" type="bool"> 2176 <attribute arch="unique" editor="unique map" type="bool">
2158 Unique floor means that any items dropped on that spot 2177 Unique floor means that any items dropped on that spot
2159 will be saved beyond map reset. For permanent apartments, 2178 will be saved beyond map reset. For permanent apartments,
2160 all floor tiles must be set &lt;unique map&gt;. 2179 all floor tiles must be set &lt;unique map&gt;.
2161 </attribute> 2180 </attribute>
2181 <attribute arch="buildable" editor="buildable" type="bool">
2182 A buildable can be built upon. This is usually used in combination with
2183 the unique attribute for player apartments or guild storages. But it's
2184 use is not limited to private maps.
2185 </attribute>
2162 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2186 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2163 This text may describe the object. 2187 This text may describe the object.
2164 </attribute> 2188 </attribute>
2165</type> 2189</type>
2166 2190
2200 </attribute> 2224 </attribute>
2201 <attribute arch="unique" editor="unique map" type="bool"> 2225 <attribute arch="unique" editor="unique map" type="bool">
2202 Unique floor means that any items dropped on that spot 2226 Unique floor means that any items dropped on that spot
2203 will be saved beyond map reset. For permanent apartments, 2227 will be saved beyond map reset. For permanent apartments,
2204 all floor tiles must be set &lt;unique map&gt;. 2228 all floor tiles must be set &lt;unique map&gt;.
2229 </attribute>
2230 <attribute arch="buildable" editor="buildable" type="bool">
2231 A buildable can be built upon. This is usually used in combination with
2232 the unique attribute for player apartments or guild storages. But it's
2233 use is not limited to private maps.
2205 </attribute> 2234 </attribute>
2206 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2235 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2207 This text may describe the object. 2236 This text may describe the object.
2208 </attribute> 2237 </attribute>
2209</type> 2238</type>
2695 &lt;key string&gt; in the special key, then the door is unlocked. 2724 &lt;key string&gt; in the special key, then the door is unlocked.
2696 It is VERY important to set the &lt;key string&gt; to something that 2725 It is VERY important to set the &lt;key string&gt; to something that
2697 is unique among the Deliantra mapset. 2726 is unique among the Deliantra mapset.
2698 2727
2699 DONT EVER USE the default string "set_individual_value". 2728 DONT EVER USE the default string "set_individual_value".
2729
2730 When the key string starts with "match ", then it is expected to
2731 be a match expression, which will be applied to the player, so
2732 you can use e.g. (match type=POTION in inv). Note that the matched
2733 object will be removed.
2700 </attribute> 2734 </attribute>
2701 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2735 <attribute arch="no_magic" editor="restrict spells" type="bool">
2702 Restricting the use of spells to pass this door. 2736 Restricting the use of spells to pass this door.
2703 This should be set in most cases. 2737 This should be set in most cases.
2704 (Don't forget that the spell "dimension door" is easily 2738 (Don't forget that the spell "dimension door" is easily
2848 </ignore> 2882 </ignore>
2849 <description><![CDATA[ 2883 <description><![CDATA[
2850 A marker is an object that inserts an invisible force (a mark) into a 2884 A marker is an object that inserts an invisible force (a mark) into a
2851 player stepping on it. This force does nothing except containing a 2885 player stepping on it. This force does nothing except containing a
2852 &lt;key string&gt; which can be discovered by detectors or inventory 2886 &lt;key string&gt; which can be discovered by detectors or inventory
2853 checkers. It is also possible to use markers for removing marks again. 2887 checkers. It is also possible to use markers for removing marks again
2888 (by setting the "name" slot to the name of the marker to be removed).
2854 <br><br> 2889 <br><br>
2855 Note that the player has no possibility to "see" his own marks, 2890 Note that the player has no possibility to "see" his own marks,
2856 except by the effect that they cause on the maps.]]> 2891 except by the effect that they cause on the maps.]]>
2857 </description> 2892 </description>
2858 <use><![CDATA[ 2893 <use><![CDATA[
3484 place where only fireborns can enter, by setting "slaying unnatural". 3519 place where only fireborns can enter, by setting "slaying unnatural".
3485 3520
3486 If it is set to "player", any player stepping on the pedestal 3521 If it is set to "player", any player stepping on the pedestal
3487 is a match. Very useful if you want to open a gate for players 3522 is a match. Very useful if you want to open a gate for players
3488 but not for monsters. 3523 but not for monsters.
3524
3525 &match_compat;
3489 </attribute> 3526 </attribute>
3490 <attribute arch="connected" editor="connection" type="string"> 3527 <attribute arch="connected" editor="connection" type="string">
3491 When the pedestal is triggered, all objects with the same 3528 When the pedestal is triggered, all objects with the same
3492 connection value get activated. 3529 connection value get activated.
3493 </attribute> 3530 </attribute>
3494 &move_on; 3531 &move_on;
3532</type>
3533
3534<!--####################################################################-->
3535<type number="32" name="Pedestal Trigger">
3536 <import_type name="Pedestal" />
3537 <ignore>
3538 <ignore_list name="non_pickable" />
3539 </ignore>
3540 <description><![CDATA[
3541 Pedestal triggers are pedestals which reset after a short period
3542 of time. Every time it is either applied or reset, the
3543 &lt;connection&gt; value is triggered.]]>
3544 </description>
3545</type>
3546
3547<!--####################################################################-->
3548<type number="19" name="Item Match">
3549 <ignore>
3550 <ignore_list name="non_pickable" />
3551 </ignore>
3552 <description><![CDATA[
3553 Match objects use the deliantra matching language
3554 (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
3555 to match items on the same mapspace (if move_on/off are unset) or
3556 items trying to enter (if move_blocked is set).
3557
3558 If a connected value is given, then it is triggered if the first object
3559 matching the expression is put on it, and the last is removed.]]>
3560 </description>
3561 <use><![CDATA[
3562 If you want to trigger something else (e.g. a gate) when an item is above this object,
3563 use the move_on/move_off settings.
3564
3565 If you want to keep something from entering if it has (or lacks) a specific item,
3566 use the move_blocked setting.]]>
3567 </use>
3568 <attribute arch="no_pick" value="1" type="fixed" />
3569 <attribute arch="slaying" editor="match expression" type="string">
3570 &match_compat;
3571
3572 Optionally you can leave out the "match " prefix.
3573 </attribute>
3574 <attribute arch="connected" editor="connection" type="string">
3575 When the match is triggered, all objects with the same
3576 connection value get activated.
3577 </attribute>
3578 &move_on;
3579 &move_off;
3580 &move_block;
3495</type> 3581</type>
3496 3582
3497<!--####################################################################--> 3583<!--####################################################################-->
3498<type number="94" name="Pit"> 3584<type number="94" name="Pit">
3499 <ignore> 3585 <ignore>
4778 <description><![CDATA[ 4864 <description><![CDATA[
4779 A trigger marker is an object that inserts an invisible force (a mark) into a 4865 A trigger marker is an object that inserts an invisible force (a mark) into a
4780 player stepping on it WHEN TRIGGERED. This force does nothing except containing a 4866 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4781 &lt;key string&gt; which can be discovered by detectors or inventory 4867 &lt;key string&gt; which can be discovered by detectors or inventory
4782 checkers. It is also possible to use markers for removing marks again. 4868 checkers. It is also possible to use markers for removing marks again.
4869 (by setting the "name" slot to the name of the marker to be removed).
4783 <br><br> 4870 <br><br>
4784 Note that the player has no possibility to "see" his own marks, 4871 Note that the player has no possibility to "see" his own marks,
4785 except by the effect that they cause on the maps.]]> 4872 except by the effect that they cause on the maps.]]>
4786 </description> 4873 </description>
4787 <use><![CDATA[ 4874 <use><![CDATA[

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