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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.11 by root, Thu Mar 23 20:15:08 2006 UTC vs.
Revision 1.18 by elmex, Mon Aug 14 01:15:12 2006 UTC

148 <slow movement> 5 - default for deep swamp 148 <slow movement> 5 - default for deep swamp
149 ... 149 ...
150 <slow movement> 7 - spider web (sticky as hell) 150 <slow movement> 7 - spider web (sticky as hell)
151 </attribute> 151 </attribute>
152 "> 152 ">
153 <!ENTITY speed_left "
154 <attribute arch='speed_left' editor='speed left' type='float'>
155 The speed left to the object. On every tick, if this value is higher
156 than 0, the object acts/triggers/moves etc. and the value gets
157 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158 every tick.
159 </attribute>
160 ">
161 <!ENTITY activate_on "
162 <attribute arch='activate_on_push' editor='Activate on push' type='bool'>
163 Whether the teleporter should only be activated on push.
164 </attribute>
165 <attribute arch='activate_on_release' editor='Activate on release' type='bool'>
166 Whether the teleporter should only be activated on release.
167 </attribute>
168 ">
153]> 169]>
154 170
155<types> 171<types>
156 172
157<!--###################### bitmask definitions ######################--> 173<!--###################### bitmask definitions ######################-->
392 <entry value="9" name="throw" /> 408 <entry value="9" name="throw" />
393 <entry value="10" name="trigger" /> 409 <entry value="10" name="trigger" />
394 <entry value="11" name="close" /> 410 <entry value="11" name="close" />
395 <entry value="12" name="timer" /> 411 <entry value="12" name="timer" />
396 <entry value="28" name="move" /> 412 <entry value="28" name="move" />
413 <entry value="41" name="drop_on" />
397</list> 414</list>
398 415
399<list name="attack_movement_bits_0_3"> 416<list name="attack_movement_bits_0_3">
400 <entry value="0" name="default" /> 417 <entry value="0" name="default" />
401 <entry value="1" name="attack from distance" /> 418 <entry value="1" name="attack from distance" />
453 zero weight are not pickable for players. Still, set the "non-pickable"-flag 470 zero weight are not pickable for players. Still, set the "non-pickable"-flag
454 for explicitly non-pickable objects (hey, this is opensource.. you 471 for explicitly non-pickable objects (hey, this is opensource.. you
455 never know ;) ). 472 never know ;) ).
456 </attribute> 473 </attribute>
457 <attribute arch="value" editor="value" type="int"> 474 <attribute arch="value" editor="value" type="int">
458 Adds a certain value to the object: It will be worth that many times the 475 Determines the value of the object, in units of silver coins (one
459 default value from it's archetype (E.g. "value = 3" means three times 476 platinum coin == 50 silver coins). Value for buying/selling will be
460 worth the default value). Value for buying/selling will be
461 further modified by various factors. Hence, testing values in-game is 477 further modified by various factors. Hence, testing values in-game is
462 usually inevitable. 478 usually inevitable.
463 </attribute> 479 </attribute>
464 <attribute arch="glow_radius" editor="glow radius" type="int"> 480 <attribute arch="glow_radius" editor="glow radius" type="int">
465 If &lt;glow radius&gt; is set to a value greater zero, the object 481 If &lt;glow radius&gt; is set to a value greater zero, the object
1430 </attribute> 1446 </attribute>
1431 <attribute arch="connected" editor="connection" type="int"> 1447 <attribute arch="connected" editor="connection" type="int">
1432 Whenever the connection value is activated, 1448 Whenever the connection value is activated,
1433 the creator gets triggered. 1449 the creator gets triggered.
1434 </attribute> 1450 </attribute>
1451 &activate_on;
1435 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1452 <attribute arch="lifesave" editor="infinit uses" type="bool">
1436 If &lt;infinit uses&gt; is set, the creator will work 1453 If &lt;infinit uses&gt; is set, the creator will work
1437 infinitely, regardless of the value in &lt;number of uses&gt;. 1454 infinitely, regardless of the value in &lt;number of uses&gt;.
1438 </attribute> 1455 </attribute>
1439 <attribute arch="hp" editor="number of uses" type="int"> 1456 <attribute arch="hp" editor="number of uses" type="int">
1484 </attribute> 1501 </attribute>
1485 <attribute arch="speed" editor="detection speed" type="float"> 1502 <attribute arch="speed" editor="detection speed" type="float">
1486 This value defines the time between two detector-checks. 1503 This value defines the time between two detector-checks.
1487 If you want the detector to behave almost like pedestals/buttons, 1504 If you want the detector to behave almost like pedestals/buttons,
1488 set speed rather high, like &lt;detection speed&gt; 1.0. 1505 set speed rather high, like &lt;detection speed&gt; 1.0.
1506 </attribute>
1507 &speed_left;
1508 <attribute arch="speed_left" editor="speed left" type="float">
1509 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1510 If it is larger than 0, the detector checks, and the speed is decremented
1511 by 1.
1489 </attribute> 1512 </attribute>
1490</type> 1513</type>
1491 1514
1492<!--####################################################################--> 1515<!--####################################################################-->
1493<type number="112" name="Director"> 1516<type number="112" name="Director">
1594 </attribute> 1617 </attribute>
1595 <attribute arch="speed" editor="moving speed" type="float"> 1618 <attribute arch="speed" editor="moving speed" type="float">
1596 The &lt;speed&gt; of the disease determines how fast the disease will 1619 The &lt;speed&gt; of the disease determines how fast the disease will
1597 "move", thus how fast the symptoms strike the host. 1620 "move", thus how fast the symptoms strike the host.
1598 </attribute> 1621 </attribute>
1622 &speed_left;
1599</section> 1623</section>
1600<section name="symptoms"> 1624<section name="symptoms">
1601 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 1625 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1602 The disease will attack the host with the given &lt;attacktype&gt;. 1626 The disease will attack the host with the given &lt;attacktype&gt;.
1603 Godpower attacktype is commonly used for "unresistable" diseases. 1627 Godpower attacktype is commonly used for "unresistable" diseases.
1735 loose the input matches the chance to earn winnings.<br> 1759 loose the input matches the chance to earn winnings.<br>
1736 A duplicator with &lt;multiply factor&gt; 3 for example should have a 1760 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1737 loosing rate of 2/3 = 67%. ]]> 1761 loosing rate of 2/3 = 67%. ]]>
1738 </use> 1762 </use>
1739 <attribute arch="other_arch" editor="target arch" type="string"> 1763 <attribute arch="other_arch" editor="target arch" type="string">
1740 Only objects of matching archtype, lying ontop of the dublicator will be 1764 Only objects of matching archtype, lying ontop of the duplicator will be
1741 dublicated, multiplied or removed. All other objects will be ignored. 1765 duplicated, multiplied or removed. All other objects will be ignored.
1742 </attribute> 1766 </attribute>
1743 <attribute arch="level" editor="multiply factor" type="int"> 1767 <attribute arch="level" editor="multiply factor" type="int">
1744 The number of items in the target pile will be multiplied by the 1768 The number of items in the target pile will be multiplied by the
1745 &lt;multiply factor&gt;. If it is set to zero, all target objects 1769 &lt;multiply factor&gt;. If it is set to zero, all target objects
1746 will be destroyed. 1770 will be destroyed.
1748 <attribute arch="connected" editor="connection" type="int"> 1772 <attribute arch="connected" editor="connection" type="int">
1749 An activator (lever, altar, button, etc) with matching connection value 1773 An activator (lever, altar, button, etc) with matching connection value
1750 is able to trigger this duplicator. Be very careful that players cannot 1774 is able to trigger this duplicator. Be very careful that players cannot
1751 abuse it to create endless amounts of money or other valuable stuff! 1775 abuse it to create endless amounts of money or other valuable stuff!
1752 </attribute> 1776 </attribute>
1777 &activate_on;
1753</type> 1778</type>
1754 1779
1755<!--####################################################################--> 1780<!--####################################################################-->
1756<type number="66" name="Exit"> 1781<type number="66" name="Exit">
1757 <ignore> 1782 <ignore>
1824 <description><![CDATA[ 1849 <description><![CDATA[
1825 Just like with food, the player can fill his stomache and gain a 1850 Just like with food, the player can fill his stomache and gain a
1826 little health by eating flesh-objects. <br> 1851 little health by eating flesh-objects. <br>
1827 For dragon players, flesh plays a very special role though: If the 1852 For dragon players, flesh plays a very special role though: If the
1828 flesh has resistances set, a dragon player has a chance to gain resistance in 1853 flesh has resistances set, a dragon player has a chance to gain resistance in
1829 those cathegories. The only constraint to this process is the &lt;flesh level&gt;. 1854 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1830 Don't forget that flesh items with resistances have to be balanced 1855 Don't forget that flesh items with resistances have to be balanced
1831 according to map/monster difficulty. ]]> 1856 according to map/monster difficulty. ]]>
1832 </description> 1857 </description>
1833 <use><![CDATA[ 1858 <use><![CDATA[
1834 For dragon players, flesh items can be highly valuable. Note that many 1859 For dragon players, flesh items can be highly valuable. Note that many
2092 Use gates to divide your maps into seperated areas. After solving 2117 Use gates to divide your maps into seperated areas. After solving
2093 area A, the player gains access to area B, and so on. Make your 2118 area A, the player gains access to area B, and so on. Make your
2094 maps more complex than "one-way". ]]> 2119 maps more complex than "one-way". ]]>
2095 </use> 2120 </use>
2096 <attribute arch="no_pick" value="1" type="fixed" /> 2121 <attribute arch="no_pick" value="1" type="fixed" />
2122 <attribute arch="speed" value="1" type="float">
2123 The speed of the gate affects how fast it is closing/opening.
2124 </attribute>
2097 <attribute arch="connected" editor="connection" type="int"> 2125 <attribute arch="connected" editor="connection" type="int">
2098 Whenever the inventory checker is triggered, all objects with identical 2126 Whenever the inventory checker is triggered, all objects with identical
2099 &lt;connection&gt; value get activated. This only makes sense together with 2127 &lt;connection&gt; value get activated. This only makes sense together with
2100 &lt;blocking passage&gt; disabled. 2128 &lt;blocking passage&gt; disabled.
2101 </attribute> 2129 </attribute>
2319 <attribute arch="level" editor="reconsecrate level" type="int"> 2347 <attribute arch="level" editor="reconsecrate level" type="int">
2320 To re-consecrate an altar, the player's wisdom level must be as 2348 To re-consecrate an altar, the player's wisdom level must be as
2321 high or higher than this value. In that way, some altars can not 2349 high or higher than this value. In that way, some altars can not
2322 be re-consecrated, while other altars, like those in dungeons, could be. 2350 be re-consecrated, while other altars, like those in dungeons, could be.
2323 2351
2324 Altars located in temples should have at least &lt;reconsecrate level&gt; 100. 2352 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2325 Some characters might need those altars, they would be very unhappy to 2353 Some characters might need those altars, they would be very unhappy to
2326 see them re-consecrated to another cult. 2354 see them re-consecrated to another cult.
2327 </attribute> 2355 </attribute>
2328</type> 2356</type>
2329 2357
2676 <attribute arch="connected" editor="connection" type="int"> 2704 <attribute arch="connected" editor="connection" type="int">
2677 Every time the &lt;connection&gt; value is triggered, the wall will cast 2705 Every time the &lt;connection&gt; value is triggered, the wall will cast
2678 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2706 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2679 have much visible effect. 2707 have much visible effect.
2680 </attribute> 2708 </attribute>
2709 &activate_on;
2681 <attribute arch="speed" editor="casting speed" type="float"> 2710 <attribute arch="speed" editor="casting speed" type="float">
2682 The &lt;casting speed&gt; defines the spellcasting speed of the wall. 2711 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2683 You can fine-tune how long the duration between two casts shall 2712 You can fine-tune how long the duration between two casts shall
2684 be. If you want to create a wall that can be activated (cast per 2713 be. If you want to create a wall that can be activated (cast per
2685 trigger) via connected lever/button/etc, you must set "speed 0". 2714 trigger) via connected lever/button/etc, you must set "speed 0".
2686 </attribute> 2715 </attribute>
2716 &speed_left;
2687 <attribute arch="sp" editor="direction" type="list_direction"> 2717 <attribute arch="sp" editor="direction" type="list_direction">
2688 The magic wall will cast it's spells always in the specified 2718 The magic wall will cast it's spells always in the specified
2689 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will 2719 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2690 always fire in a random direction. 2720 always fire in a random direction.
2691 </attribute> 2721 </attribute>
2795 The &lt;marking speed&gt; defines how quickly it will mark something 2825 The &lt;marking speed&gt; defines how quickly it will mark something
2796 standing on the marker. Set this value rather high to make 2826 standing on the marker. Set this value rather high to make
2797 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0 2827 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2798 should do fine. 2828 should do fine.
2799 </attribute> 2829 </attribute>
2830 &speed_left;
2800 <attribute arch="food" editor="mark duration" type="int"> 2831 <attribute arch="food" editor="mark duration" type="int">
2801 This value defines the duration of the force it inserts. 2832 This value defines the duration of the force it inserts.
2802 If nonzero, the duration of the player's mark is finite: 2833 If nonzero, the duration of the player's mark is finite:
2803 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset 2834 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2804 means the mark will stay on the player forever. 2835 means the mark will stay on the player forever.
2909 <attribute arch="level" editor="level" type="int"> 2940 <attribute arch="level" editor="level" type="int">
2910 A monster's &lt;level&gt; is the most important attribute. 2941 A monster's &lt;level&gt; is the most important attribute.
2911 &lt;level&gt; affects the power of a monster in various ways. 2942 &lt;level&gt; affects the power of a monster in various ways.
2912 </attribute> 2943 </attribute>
2913 <attribute arch="race" editor="race" type="string"> 2944 <attribute arch="race" editor="race" type="string">
2914 Every monster should have a race set to cathegorize it. 2945 Every monster should have a race set to categorize it.
2915 The monster's &lt;race&gt; can have different effects: 2946 The monster's &lt;race&gt; can have different effects:
2916 Slaying weapons inflict tripple damage against enemy races 2947 Slaying weapons inflict tripple damage against enemy races
2917 and holy word kills only enemy races of the god. 2948 and holy word kills only enemy races of the god.
2918 </attribute> 2949 </attribute>
2919 <attribute arch="exp" editor="experience" type="int"> 2950 <attribute arch="exp" editor="experience" type="int">
2920 When a player kills this monster, he will get exactly this 2951 When a player kills this monster, he will get exactly this
2921 amount of &lt;experience&gt;. The experience will flow into 2952 amount of &lt;experience&gt;. The experience will flow into
2922 the skill-cathegory the player used for the kill. 2953 the skill-category the player used for the kill.
2923 2954
2924 If you create special monsters of tweaked strenght/abilities, 2955 If you create special monsters of tweaked strenght/abilities,
2925 always make sure that the &lt;experience&gt; is set to a 2956 always make sure that the &lt;experience&gt; is set to a
2926 reasonable value. Compare with existing arches to get a feeling 2957 reasonable value. Compare with existing arches to get a feeling
2927 what reasonable means. Keep in mind that spellcasting monsters 2958 what reasonable means. Keep in mind that spellcasting monsters
2929 </attribute> 2960 </attribute>
2930 <attribute arch="speed" editor="speed" type="float"> 2961 <attribute arch="speed" editor="speed" type="float">
2931 The &lt;speed&gt; determines how fast a monster will both move 2962 The &lt;speed&gt; determines how fast a monster will both move
2932 and fight. High &lt;speed&gt; makes a monster considerably stronger. 2963 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2933 </attribute> 2964 </attribute>
2965 &speed_left;
2934 <attribute arch="other_arch" editor="breed monster" type="string"> 2966 <attribute arch="other_arch" editor="breed monster" type="string">
2935 This only takes effect if &lt;multiply&gt; is enabled. The monster will 2967 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2936 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt; 2968 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2937 can be set to any valid arch-name of a monster. Multipart monster 2969 can be set to any valid arch-name of a monster. Multipart monster
2938 should not be used. 2970 should not be used.
3367 </attribute> 3399 </attribute>
3368 <attribute arch="speed" editor="movement speed" type="float"> 3400 <attribute arch="speed" editor="movement speed" type="float">
3369 The movement speed value determines how fast a chain of 3401 The movement speed value determines how fast a chain of
3370 these movers will push a player along (default is -0.2). 3402 these movers will push a player along (default is -0.2).
3371 </attribute> 3403 </attribute>
3404 &speed_left;
3372 <attribute arch="sp" editor="direction" type="list_direction"> 3405 <attribute arch="sp" editor="direction" type="list_direction">
3373 The mover will push creatures in the specified &lt;direction&gt;. 3406 The mover will push creatures in the specified &lt;direction&gt;.
3374 A mover with direction set to &lt;none&gt; will spin clockwise, 3407 A mover with direction set to &lt;none&gt; will spin clockwise,
3375 thus pushing creatures in unpredictable directions. 3408 thus pushing creatures in unpredictable directions.
3376 </attribute> 3409 </attribute>
3463 <attribute arch="no_pick" value="1" type="fixed" /> 3496 <attribute arch="no_pick" value="1" type="fixed" />
3464 <attribute arch="connected" editor="connection" type="int"> 3497 <attribute arch="connected" editor="connection" type="int">
3465 When a &lt;connection&gt; value is set, the pit can be opened/closed 3498 When a &lt;connection&gt; value is set, the pit can be opened/closed
3466 by activating the connection. 3499 by activating the connection.
3467 </attribute> 3500 </attribute>
3501 &activate_on;
3468 <attribute arch="hp" editor="destination X" type="int"> 3502 <attribute arch="hp" editor="destination X" type="int">
3469 The pit will transport creatures (and items) randomly into a two-square 3503 The pit will transport creatures (and items) randomly into a two-square
3470 radius of the destination coordinates. 3504 radius of the destination coordinates.
3471 If the destination square becomes blocked, the pit will act like 3505 If the destination square becomes blocked, the pit will act like
3472 being filled up and not work anymore! 3506 being filled up and not work anymore!
3988</type> 4022</type>
3989 4023
3990<!--####################################################################--> 4024<!--####################################################################-->
3991<type number="14" name="Shooting Weapon"> 4025<type number="14" name="Shooting Weapon">
3992 <description><![CDATA[ 4026 <description><![CDATA[
3993 Schooting weapons like bows/crossbows are used to shoot projectiles 4027 Shooting weapons like bows/crossbows are used to shoot projectiles
3994 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 4028 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3995 wielded both at the same time. Like with any other equipment, 4029 wielded both at the same time. Like with any other equipment,
3996 stats/bonuses from shooting weapons are directly inherited to the player. 4030 stats/bonuses from shooting weapons are directly inherited to the player.
3997 <br><br> 4031 <br><br>
3998 It's very easy to add new pairs of weapons &amp; projectiles. 4032 It's very easy to add new pairs of weapons &amp; projectiles.
4000 weapon and projectile. ]]> 4034 weapon and projectile. ]]>
4001 </description> 4035 </description>
4002 <use><![CDATA[ 4036 <use><![CDATA[
4003 Shooting weapons should not add bonuses in general. There's already 4037 Shooting weapons should not add bonuses in general. There's already
4004 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 4038 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4005 Schooting weapons should especially not add bonuses to the player 4039 Shooting weapons should especially not add bonuses to the player
4006 that have nothing to do with schooting. A Wisdom bonus on a bow 4040 that have nothing to do with schooting. A Wisdom bonus on a bow
4007 is crap for example! A name like "Longbow of great Wisdom" doesn't help 4041 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4008 - still crap. ]]> 4042 - still crap. ]]>
4009 </use> 4043 </use>
4010 <attribute arch="race" editor="ammunition class" type="string"> 4044 <attribute arch="race" editor="ammunition class" type="string">
4218 the connection is triggered. This should be used in combination with 4252 the connection is triggered. This should be used in combination with
4219 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4253 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4220 If activating your magic_mouth this way, the message will not only be 4254 If activating your magic_mouth this way, the message will not only be
4221 printed to one player, but all players on the current map. 4255 printed to one player, but all players on the current map.
4222 </attribute> 4256 </attribute>
4257 &activate_on;
4223 &move_on; 4258 &move_on;
4224 <attribute arch="food" editor="counter" type="int"> 4259 <attribute arch="food" editor="counter" type="int">
4225 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4260 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4226 (printing the message) only that many times. For signs this really shouldn't 4261 (printing the message) only that many times. For signs this really shouldn't
4227 be used, while for magic_mouths it is extremely helpful. 4262 be used, while for magic_mouths it is extremely helpful.
4512 <attribute arch="speed" editor="drowning speed" type="float"> 4547 <attribute arch="speed" editor="drowning speed" type="float">
4513 The higher the &lt;drowning speed&gt;, the faster will players and items 4548 The higher the &lt;drowning speed&gt;, the faster will players and items
4514 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty 4549 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4515 and unexpected death-trap. Players should get a warning before such areas. 4550 and unexpected death-trap. Players should get a warning before such areas.
4516 </attribute> 4551 </attribute>
4552 &speed_left;
4517 &move_on; 4553 &move_on;
4518 &movement_types_terrain; 4554 &movement_types_terrain;
4519 <attribute arch="no_magic" editor="no spells" type="bool"> 4555 <attribute arch="no_magic" editor="no spells" type="bool">
4520 If enabled, it is impossible for players to use (wizard-) 4556 If enabled, it is impossible for players to use (wizard-)
4521 spells on that spot. 4557 spells on that spot.
4598 <attribute arch="connected" editor="connection" type="int"> 4634 <attribute arch="connected" editor="connection" type="int">
4599 If a connection value is set, the teleporter will be activated 4635 If a connection value is set, the teleporter will be activated
4600 whenever the connection is triggered. To use this properly, 4636 whenever the connection is triggered. To use this properly,
4601 &lt;activation speed&gt; must be zero. 4637 &lt;activation speed&gt; must be zero.
4602 </attribute> 4638 </attribute>
4639 &activate_on;
4603 <attribute arch="speed" editor="activation speed" type="float"> 4640 <attribute arch="speed" editor="activation speed" type="float">
4604 If the &lt;activation speed&gt; is nonzero, the teleporter will 4641 If the &lt;activation speed&gt; is nonzero, the teleporter will
4605 automatically be activated in regular time-intervals. Hence, the 4642 automatically be activated in regular time-intervals. Hence, the
4606 player can just step on it and gets teleported sooner or later. 4643 player can just step on it and gets teleported sooner or later.
4607 The duration between two activates depends on the given value. 4644 The duration between two activates depends on the given value.
4608 Default in the teleporter arch is &lt;activation speed&gt; 0.1. 4645 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4609 4646
4610 VERY IMPORTANT: If you want to have your teleporter activated via 4647 VERY IMPORTANT: If you want to have your teleporter activated via
4611 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero! 4648 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4612 </attribute> 4649 </attribute>
4650 &speed_left;
4613</type> 4651</type>
4614 4652
4615<!--####################################################################--> 4653<!--####################################################################-->
4616<type number="26" name="Timed Gate"> 4654<type number="26" name="Timed Gate">
4617 <ignore> 4655 <ignore>
4636 Whenever the inventory checker is triggered, all objects with identical 4674 Whenever the inventory checker is triggered, all objects with identical
4637 &lt;connection&gt; value get activated. This only makes sense together with 4675 &lt;connection&gt; value get activated. This only makes sense together with
4638 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4676 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4639 after some time. 4677 after some time.
4640 </attribute> 4678 </attribute>
4679 &activate_on;
4641 <attribute arch="wc" editor="position state" type="int"> 4680 <attribute arch="wc" editor="position state" type="int">
4642 The &lt;position state&gt; defines the position of the gate: 4681 The &lt;position state&gt; defines the position of the gate:
4643 Zero means completely open/down, the "number of animation-steps" (usually 4682 Zero means completely open/down, the "number of animation-steps" (usually
4644 about 6 or 7) means completely closed/up state. I suggest you don't 4683 about 6 or 7) means completely closed/up state. I suggest you don't
4645 mess with this value - Leave the default in place. 4684 mess with this value - Leave the default in place.
4870<!--####################################################################--> 4909<!--####################################################################-->
4871<type number="0" name="Wall"> 4910<type number="0" name="Wall">
4872 <required> 4911 <required>
4873 <attribute arch="is_floor" value="0" /> 4912 <attribute arch="is_floor" value="0" />
4874 <attribute arch="alive" value="0" /> 4913 <attribute arch="alive" value="0" />
4875 <attribute arch="move_block" value="255" /> 4914 <attribute arch="no_pass" value="1" />
4876 </required> 4915 </required>
4877 <ignore> 4916 <ignore>
4878 <attribute arch="nrof" /> 4917 <attribute arch="nrof" />
4879 <attribute arch="title" /> 4918 <attribute arch="title" />
4880 <attribute arch="name_pl" /> 4919 <attribute arch="name_pl" />

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