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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.1 by root, Tue Feb 21 21:37:01 2006 UTC vs.
Revision 1.2 by root, Mon Mar 13 03:47:36 2006 UTC

1239 on the converter, in order to get <receive number> items 1239 on the converter, in order to get <receive number> items
1240 of <receive arch>. 1240 of <receive arch>.
1241 </attribute> 1241 </attribute>
1242 <attribute arch="other_arch" editor="receive arch" type="string"> 1242 <attribute arch="other_arch" editor="receive arch" type="string">
1243 &lt;receive arch&gt; is the name of the archetype to convert into. 1243 &lt;receive arch&gt; is the name of the archetype to convert into.
1244 This field is ignored if the converter has items in inventory. In this
1245 case one of the inventory items is duplicated. The duplicated item is
1246 randomly chosen from all items present.
1244 </attribute> 1247 </attribute>
1245 <attribute arch="sp" editor="receive number" type="int"> 1248 <attribute arch="sp" editor="receive number" type="int">
1246 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt; 1249 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1247 on the converter, in order to get &lt;receive number&gt; items 1250 on the converter, in order to get &lt;receive number&gt; items
1248 of &lt;receive arch&gt;. 1251 of &lt;receive arch&gt;.
1268 </use> 1271 </use>
1269 <attribute arch="no_pick" value="1" type="fixed" /> 1272 <attribute arch="no_pick" value="1" type="fixed" />
1270 <attribute arch="other_arch" editor="create arch" type="string"> 1273 <attribute arch="other_arch" editor="create arch" type="string">
1271 This string defines the object that will be created. 1274 This string defines the object that will be created.
1272 You can choose any of the existing arches. 1275 You can choose any of the existing arches.
1276 This field is ignored if the creator has items in inventory. In this case
1277 one of the inventory items is duplicated. The duplicated item is randomly
1278 chosen from all items present.
1273 </attribute> 1279 </attribute>
1274 <attribute arch="connected" editor="connection" type="int"> 1280 <attribute arch="connected" editor="connection" type="int">
1275 Whenever the connection value is activated, 1281 Whenever the connection value is activated,
1276 the creator gets triggered. 1282 the creator gets triggered.
1277 </attribute> 1283 </attribute>
1283 The creator can be triggered &lt;number of uses&gt; times, thus 1289 The creator can be triggered &lt;number of uses&gt; times, thus
1284 creating that many objects, before it dissappears. 1290 creating that many objects, before it dissappears.
1285 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1291 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1286 </attribute> 1292 </attribute>
1287 <attribute arch="slaying" editor="name of creation" type="string"> 1293 <attribute arch="slaying" editor="name of creation" type="string">
1288 The created object will bear the name specified in &lt;name creation&gt;. 1294 The created object will bear the name and title specified in &lt;name of
1289 If nothing is set, the standard name of the archetype is used. 1295 creation&gt;. If nothing is set, the standard name and title of the
1296 archetype is used.
1290 </attribute> 1297 </attribute>
1291 <attribute arch="level" editor="level of creation" type="int"> 1298 <attribute arch="level" editor="level of creation" type="int">
1292 The created object will be of that level. If zero/unset, 1299 The created object will be of that level. If zero/unset,
1293 the standard level of the archetype is used. 1300 the standard level of the archetype is used.
1294 </attribute> 1301 </attribute>
2330 for altars/ locked doors, the player won't expect to lose an object when 2337 for altars/ locked doors, the player won't expect to lose an object when
2331 walking over that square. And he doesn't even get a message either. 2338 walking over that square. And he doesn't even get a message either.
2332 2339
2333 So, *if* you enable &lt;remove match&gt;, make sure 2340 So, *if* you enable &lt;remove match&gt;, make sure
2334 to inform the player what's going on! 2341 to inform the player what's going on!
2342 </attribute>
2343</type>
2344
2345<!--####################################################################-->
2346<type number="163" name="Item Transformer">
2347 <description><![CDATA[
2348 An item transformer is simply applied, after having marked a 'victim'
2349 item. If the victim is suitable, it will be transformed into something
2350 else.]]>
2351 </description>
2352 <use><![CDATA[
2353 To make an item transformable, you just have to fill the 'slaying' field.
2354 The syntax is:
2355 <br>
2356 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2357 <br>
2358 with [] denoting optional part, and * any number of preceding [].
2359 'new_item' must be the name of an existing archetype.
2360 <br><br>
2361 Example, for object apple: slaying knife:2 half_apple
2362 <br><br>
2363 This means that, when applying a knife (should be an Item Transformer),
2364 one 'apple' will be transformed into 2 'half_apple'.]]>
2365 </use>
2366 <attribute arch="food" editor="number of uses" type="int">
2367 &lt;number of uses&gt; controls how many times the item transformer can
2368 be used. The value 0 means "unlimited"
2369 </attribute>
2370 <attribute arch="slaying" editor="verb" type="string">
2371 Contains the verb that is used to construct a message to the player
2372 applying the item transformer.
2373 </attribute>
2374 <attribute arch="startequip" editor="godgiven item" type="bool">
2375 A godgiven item vanishes as soon as the player
2376 drops it to the ground.
2377 </attribute>
2378 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2379 This text may contain a description of the item transformer.
2335 </attribute> 2380 </attribute>
2336</type> 2381</type>
2337 2382
2338<!--####################################################################--> 2383<!--####################################################################-->
2339<type number="60" name="Jewel"> 2384<type number="60" name="Jewel">
2626 In the moment when the player gets marked, this text is displayed 2671 In the moment when the player gets marked, this text is displayed
2627 to him. You should really set a message in any marker you create, 2672 to him. You should really set a message in any marker you create,
2628 because it's the only way for the player to notice what's going on. 2673 because it's the only way for the player to notice what's going on.
2629 </attribute> 2674 </attribute>
2630</type> 2675</type>
2676<!--####################################################################-->
2677<type number="26" name="Timed Gate">
2678 <ignore>
2679 <ignore_list name="non_pickable" />
2680 </ignore>
2681 <description><![CDATA[
2682 Gates play an important role in Crossfire. Gates can be opened
2683 by activating a button/trigger, by speaking passwords (-> magic_ear)
2684 or carrying special key-objects (-> inventory checker).
2685 Unlike locked doors, gates can get shut again after a player has
2686 passed, which makes them more practical in many cases. Unlike normal
2687 gates, timed gates open when triggered but automatically close again
2688 after some time.]]>
2689 </description>
2690 <use><![CDATA[
2691 Use gates to divide your maps into separated areas. After solving
2692 area A, the player gains access to area B, and so on. Make your
2693 maps more complex than "one-way". ]]>
2694 </use>
2695 <attribute arch="no_pick" value="1" type="fixed" />
2696 <attribute arch="connected" editor="connection" type="int">
2697 Whenever the inventory checker is triggered, all objects with identical
2698 &lt;connection&gt; value get activated. This only makes sense together with
2699 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
2700 after some time.
2701 </attribute>
2702 <attribute arch="wc" editor="position state" type="int">
2703 The &lt;position state&gt; defines the position of the gate:
2704 Zero means completely open/down, the "number of animation-steps" (usually
2705 about 6 or 7) means completely closed/up state. I suggest you don't
2706 mess with this value - Leave the default in place.
2707 </attribute>
2708 <attribute arch="no_pass" editor="blocking passage" type="bool">
2709 For open gates, &lt;blocking passage&gt; should be unset.
2710 For closed gates it must be set.
2711 </attribute>
2712 <attribute arch="no_magic" editor="restrict spells" type="bool">
2713 Restricting the use of spells to pass this gate. This has
2714 an effect only if &lt;block view&gt; is disabled.
2715 </attribute>
2716 <attribute arch="damned" editor="restrict prayers" type="bool">
2717 Restricting the use of prayers to pass this door. This has
2718 an effect only if &lt;block view&gt; is disabled.
2719 </attribute>
2720 <attribute arch="hp" editor="open duration" type="int">
2721 Defines the duration the gate remains closed. This only takes effect
2722 if the gate is not connected.
2723 </attribute>
2724</type>
2725
2631<!--####################################################################--> 2726<!--####################################################################-->
2632<type number="52" name="Trigger Marker"> 2727<type number="52" name="Trigger Marker">
2633 <ignore> 2728 <ignore>
2634 <ignore_list name="system_object" /> 2729 <ignore_list name="system_object" />
2635 </ignore> 2730 </ignore>
2865 their opponent. &lt;armour class&gt; can be considered the "counterpiece" 2960 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2866 to &lt;weapon class&gt;. 2961 to &lt;weapon class&gt;.
2867 Values typically range between +20 (very bad) to -20 (quite good). 2962 Values typically range between +20 (very bad) to -20 (quite good).
2868 </attribute> 2963 </attribute>
2869 <attribute arch="Con" editor="healing rate" type="int"> 2964 <attribute arch="Con" editor="healing rate" type="int">
2870 Monsters regenerate this many hit points each move. Each time the 2965 Monsters regenerate this many health points each 4 ticks. Hence, the
2871 monster has a move, it gets &lt;healing rate&gt; health points back. 2966 healing rate is independent of &lt;speed&gt;.
2872 Hence, &lt;movement speed&gt; has great effect on the monster's healing
2873 rate as well.
2874 </attribute> 2967 </attribute>
2875 <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> 2968 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
2876 A monster with this flag has the ability to &lt;reflect missiles&gt;, 2969 A monster with this flag has the ability to &lt;reflect missiles&gt;,
2877 all kinds of projectiles (e.g. arrows, bolts, boulders) will 2970 all kinds of projectiles (e.g. arrows, bolts, boulders) will
2878 bounce off. 2971 bounce off.
2916 can hold. Setting this to high values has little effect unless 3009 can hold. Setting this to high values has little effect unless
2917 the monster has a decent &lt;spellpoint regen.&gt;, or the spell 3010 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
2918 "regenerate mana" at it's disposal. 3011 "regenerate mana" at it's disposal.
2919 </attribute> 3012 </attribute>
2920 <attribute arch="Pow" editor="spellpoint regen." type="int"> 3013 <attribute arch="Pow" editor="spellpoint regen." type="int">
2921 Monsters regenerate this many spellpoints each move. Each time the 3014 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
2922 monster has a move, it gets &lt;spellpoint regen.&gt; spellpoints back. 3015 spellpoint regeneration rate is independent of &lt;speed&gt;.
2923 Hence, &lt;movement speed&gt; has great effect on the monster's
2924 spellpoint regeneration as well.
2925 3016
2926 To make a real tough spellcasting monster, the rate of spellpoint 3017 To make a real tough spellcasting monster, the rate of spellpoint
2927 regeneration is most important. If your monster is still not casting 3018 regeneration is most important. If your monster is still not casting
2928 fast enough, give it the spell-ability of "regenerate mana". 3019 fast enough, give it the spell-ability of "regenerate mana".
2929 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing. 3020 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.

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