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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.12 by root, Sun Mar 26 07:20:24 2006 UTC vs.
Revision 1.19 by elmex, Tue Aug 15 18:17:10 2006 UTC

156 than 0, the object acts/triggers/moves etc. and the value gets 156 than 0, the object acts/triggers/moves etc. and the value gets
157 decremented by 1. Otherwise, it is incremented by <speed> on 157 decremented by 1. Otherwise, it is incremented by <speed> on
158 every tick. 158 every tick.
159 </attribute> 159 </attribute>
160 "> 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 ">
161]> 169]>
162 170
163<types> 171<types>
164 172
165<!--###################### bitmask definitions ######################--> 173<!--###################### bitmask definitions ######################-->
400 <entry value="9" name="throw" /> 408 <entry value="9" name="throw" />
401 <entry value="10" name="trigger" /> 409 <entry value="10" name="trigger" />
402 <entry value="11" name="close" /> 410 <entry value="11" name="close" />
403 <entry value="12" name="timer" /> 411 <entry value="12" name="timer" />
404 <entry value="28" name="move" /> 412 <entry value="28" name="move" />
413 <entry value="41" name="drop_on" />
405</list> 414</list>
406 415
407<list name="attack_movement_bits_0_3"> 416<list name="attack_movement_bits_0_3">
408 <entry value="0" name="default" /> 417 <entry value="0" name="default" />
409 <entry value="1" name="attack from distance" /> 418 <entry value="1" name="attack from distance" />
461 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
462 for explicitly non-pickable objects (hey, this is opensource.. you 471 for explicitly non-pickable objects (hey, this is opensource.. you
463 never know ;) ). 472 never know ;) ).
464 </attribute> 473 </attribute>
465 <attribute arch="value" editor="value" type="int"> 474 <attribute arch="value" editor="value" type="int">
466 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
467 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
468 worth the default value). Value for buying/selling will be
469 further modified by various factors. Hence, testing values in-game is 477 further modified by various factors. Hence, testing values in-game is
470 usually inevitable. 478 usually inevitable.
471 </attribute> 479 </attribute>
472 <attribute arch="glow_radius" editor="glow radius" type="int"> 480 <attribute arch="glow_radius" editor="glow radius" type="int">
473 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
1068 get teleported after they died on this battleground. 1076 get teleported after they died on this battleground.
1069 </attribute> 1077 </attribute>
1070</type> 1078</type>
1071 1079
1072<!--####################################################################--> 1080<!--####################################################################-->
1081<type number="165" name="Safe ground (CF+)">
1082 <ignore>
1083 <ignore_list name="non_pickable" />
1084 </ignore>
1085 <description><![CDATA[
1086 Safe ground is a special object that prevents any effects that might
1087 be harmful for the map, other players or items on the map.
1088 It blocks all magic and prayers, usage of alchemy, prevents potions
1089 from being used and blocks bombs from exploding.
1090 (This is a Crossfire+ feature, and might not work elsewhere)
1091 ]]>
1092 </description>
1093 <use><![CDATA[
1094 Safe ground is meant mostly for shops, it prevents any means of burning
1095 or destroying the items on this ground. Put this object below all floor tiles
1096 in your map and your shop will be safe. ]]>
1097 </use>
1098 <attribute arch="no_pick" value="1" type="fixed" />
1099</type>
1100
1101<!--####################################################################-->
1073<type number="8" name="Book"> 1102<type number="8" name="Book">
1074 <description><![CDATA[ 1103 <description><![CDATA[
1075 Applying a book, the containing message is displayed to the player. ]]> 1104 Applying a book, the containing message is displayed to the player. ]]>
1076 </description> 1105 </description>
1077 <attribute arch="level" editor="literacy level" type="int"> 1106 <attribute arch="level" editor="literacy level" type="int">
1438 </attribute> 1467 </attribute>
1439 <attribute arch="connected" editor="connection" type="int"> 1468 <attribute arch="connected" editor="connection" type="int">
1440 Whenever the connection value is activated, 1469 Whenever the connection value is activated,
1441 the creator gets triggered. 1470 the creator gets triggered.
1442 </attribute> 1471 </attribute>
1472 &activate_on;
1443 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1473 <attribute arch="lifesave" editor="infinit uses" type="bool">
1444 If &lt;infinit uses&gt; is set, the creator will work 1474 If &lt;infinit uses&gt; is set, the creator will work
1445 infinitely, regardless of the value in &lt;number of uses&gt;. 1475 infinitely, regardless of the value in &lt;number of uses&gt;.
1446 </attribute> 1476 </attribute>
1447 <attribute arch="hp" editor="number of uses" type="int"> 1477 <attribute arch="hp" editor="number of uses" type="int">
1750 loose the input matches the chance to earn winnings.<br> 1780 loose the input matches the chance to earn winnings.<br>
1751 A duplicator with &lt;multiply factor&gt; 3 for example should have a 1781 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1752 loosing rate of 2/3 = 67%. ]]> 1782 loosing rate of 2/3 = 67%. ]]>
1753 </use> 1783 </use>
1754 <attribute arch="other_arch" editor="target arch" type="string"> 1784 <attribute arch="other_arch" editor="target arch" type="string">
1755 Only objects of matching archtype, lying ontop of the dublicator will be 1785 Only objects of matching archtype, lying ontop of the duplicator will be
1756 dublicated, multiplied or removed. All other objects will be ignored. 1786 duplicated, multiplied or removed. All other objects will be ignored.
1757 </attribute> 1787 </attribute>
1758 <attribute arch="level" editor="multiply factor" type="int"> 1788 <attribute arch="level" editor="multiply factor" type="int">
1759 The number of items in the target pile will be multiplied by the 1789 The number of items in the target pile will be multiplied by the
1760 &lt;multiply factor&gt;. If it is set to zero, all target objects 1790 &lt;multiply factor&gt;. If it is set to zero, all target objects
1761 will be destroyed. 1791 will be destroyed.
1763 <attribute arch="connected" editor="connection" type="int"> 1793 <attribute arch="connected" editor="connection" type="int">
1764 An activator (lever, altar, button, etc) with matching connection value 1794 An activator (lever, altar, button, etc) with matching connection value
1765 is able to trigger this duplicator. Be very careful that players cannot 1795 is able to trigger this duplicator. Be very careful that players cannot
1766 abuse it to create endless amounts of money or other valuable stuff! 1796 abuse it to create endless amounts of money or other valuable stuff!
1767 </attribute> 1797 </attribute>
1798 &activate_on;
1768</type> 1799</type>
1769 1800
1770<!--####################################################################--> 1801<!--####################################################################-->
1771<type number="66" name="Exit"> 1802<type number="66" name="Exit">
1772 <ignore> 1803 <ignore>
2107 Use gates to divide your maps into seperated areas. After solving 2138 Use gates to divide your maps into seperated areas. After solving
2108 area A, the player gains access to area B, and so on. Make your 2139 area A, the player gains access to area B, and so on. Make your
2109 maps more complex than "one-way". ]]> 2140 maps more complex than "one-way". ]]>
2110 </use> 2141 </use>
2111 <attribute arch="no_pick" value="1" type="fixed" /> 2142 <attribute arch="no_pick" value="1" type="fixed" />
2143 <attribute arch="speed" value="1" type="float">
2144 The speed of the gate affects how fast it is closing/opening.
2145 </attribute>
2112 <attribute arch="connected" editor="connection" type="int"> 2146 <attribute arch="connected" editor="connection" type="int">
2113 Whenever the inventory checker is triggered, all objects with identical 2147 Whenever the inventory checker is triggered, all objects with identical
2114 &lt;connection&gt; value get activated. This only makes sense together with 2148 &lt;connection&gt; value get activated. This only makes sense together with
2115 &lt;blocking passage&gt; disabled. 2149 &lt;blocking passage&gt; disabled.
2116 </attribute> 2150 </attribute>
2334 <attribute arch="level" editor="reconsecrate level" type="int"> 2368 <attribute arch="level" editor="reconsecrate level" type="int">
2335 To re-consecrate an altar, the player's wisdom level must be as 2369 To re-consecrate an altar, the player's wisdom level must be as
2336 high or higher than this value. In that way, some altars can not 2370 high or higher than this value. In that way, some altars can not
2337 be re-consecrated, while other altars, like those in dungeons, could be. 2371 be re-consecrated, while other altars, like those in dungeons, could be.
2338 2372
2339 Altars located in temples should have at least &lt;reconsecrate level&gt; 100. 2373 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2340 Some characters might need those altars, they would be very unhappy to 2374 Some characters might need those altars, they would be very unhappy to
2341 see them re-consecrated to another cult. 2375 see them re-consecrated to another cult.
2342 </attribute> 2376 </attribute>
2343</type> 2377</type>
2344 2378
2691 <attribute arch="connected" editor="connection" type="int"> 2725 <attribute arch="connected" editor="connection" type="int">
2692 Every time the &lt;connection&gt; value is triggered, the wall will cast 2726 Every time the &lt;connection&gt; value is triggered, the wall will cast
2693 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2727 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2694 have much visible effect. 2728 have much visible effect.
2695 </attribute> 2729 </attribute>
2730 &activate_on;
2696 <attribute arch="speed" editor="casting speed" type="float"> 2731 <attribute arch="speed" editor="casting speed" type="float">
2697 The &lt;casting speed&gt; defines the spellcasting speed of the wall. 2732 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2698 You can fine-tune how long the duration between two casts shall 2733 You can fine-tune how long the duration between two casts shall
2699 be. If you want to create a wall that can be activated (cast per 2734 be. If you want to create a wall that can be activated (cast per
2700 trigger) via connected lever/button/etc, you must set "speed 0". 2735 trigger) via connected lever/button/etc, you must set "speed 0".
3482 <attribute arch="no_pick" value="1" type="fixed" /> 3517 <attribute arch="no_pick" value="1" type="fixed" />
3483 <attribute arch="connected" editor="connection" type="int"> 3518 <attribute arch="connected" editor="connection" type="int">
3484 When a &lt;connection&gt; value is set, the pit can be opened/closed 3519 When a &lt;connection&gt; value is set, the pit can be opened/closed
3485 by activating the connection. 3520 by activating the connection.
3486 </attribute> 3521 </attribute>
3522 &activate_on;
3487 <attribute arch="hp" editor="destination X" type="int"> 3523 <attribute arch="hp" editor="destination X" type="int">
3488 The pit will transport creatures (and items) randomly into a two-square 3524 The pit will transport creatures (and items) randomly into a two-square
3489 radius of the destination coordinates. 3525 radius of the destination coordinates.
3490 If the destination square becomes blocked, the pit will act like 3526 If the destination square becomes blocked, the pit will act like
3491 being filled up and not work anymore! 3527 being filled up and not work anymore!
4007</type> 4043</type>
4008 4044
4009<!--####################################################################--> 4045<!--####################################################################-->
4010<type number="14" name="Shooting Weapon"> 4046<type number="14" name="Shooting Weapon">
4011 <description><![CDATA[ 4047 <description><![CDATA[
4012 Schooting weapons like bows/crossbows are used to shoot projectiles 4048 Shooting weapons like bows/crossbows are used to shoot projectiles
4013 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 4049 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4014 wielded both at the same time. Like with any other equipment, 4050 wielded both at the same time. Like with any other equipment,
4015 stats/bonuses from shooting weapons are directly inherited to the player. 4051 stats/bonuses from shooting weapons are directly inherited to the player.
4016 <br><br> 4052 <br><br>
4017 It's very easy to add new pairs of weapons &amp; projectiles. 4053 It's very easy to add new pairs of weapons &amp; projectiles.
4019 weapon and projectile. ]]> 4055 weapon and projectile. ]]>
4020 </description> 4056 </description>
4021 <use><![CDATA[ 4057 <use><![CDATA[
4022 Shooting weapons should not add bonuses in general. There's already 4058 Shooting weapons should not add bonuses in general. There's already
4023 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 4059 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4024 Schooting weapons should especially not add bonuses to the player 4060 Shooting weapons should especially not add bonuses to the player
4025 that have nothing to do with schooting. A Wisdom bonus on a bow 4061 that have nothing to do with schooting. A Wisdom bonus on a bow
4026 is crap for example! A name like "Longbow of great Wisdom" doesn't help 4062 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4027 - still crap. ]]> 4063 - still crap. ]]>
4028 </use> 4064 </use>
4029 <attribute arch="race" editor="ammunition class" type="string"> 4065 <attribute arch="race" editor="ammunition class" type="string">
4237 the connection is triggered. This should be used in combination with 4273 the connection is triggered. This should be used in combination with
4238 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4274 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4239 If activating your magic_mouth this way, the message will not only be 4275 If activating your magic_mouth this way, the message will not only be
4240 printed to one player, but all players on the current map. 4276 printed to one player, but all players on the current map.
4241 </attribute> 4277 </attribute>
4278 &activate_on;
4242 &move_on; 4279 &move_on;
4243 <attribute arch="food" editor="counter" type="int"> 4280 <attribute arch="food" editor="counter" type="int">
4244 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4281 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4245 (printing the message) only that many times. For signs this really shouldn't 4282 (printing the message) only that many times. For signs this really shouldn't
4246 be used, while for magic_mouths it is extremely helpful. 4283 be used, while for magic_mouths it is extremely helpful.
4618 <attribute arch="connected" editor="connection" type="int"> 4655 <attribute arch="connected" editor="connection" type="int">
4619 If a connection value is set, the teleporter will be activated 4656 If a connection value is set, the teleporter will be activated
4620 whenever the connection is triggered. To use this properly, 4657 whenever the connection is triggered. To use this properly,
4621 &lt;activation speed&gt; must be zero. 4658 &lt;activation speed&gt; must be zero.
4622 </attribute> 4659 </attribute>
4660 &activate_on;
4623 <attribute arch="speed" editor="activation speed" type="float"> 4661 <attribute arch="speed" editor="activation speed" type="float">
4624 If the &lt;activation speed&gt; is nonzero, the teleporter will 4662 If the &lt;activation speed&gt; is nonzero, the teleporter will
4625 automatically be activated in regular time-intervals. Hence, the 4663 automatically be activated in regular time-intervals. Hence, the
4626 player can just step on it and gets teleported sooner or later. 4664 player can just step on it and gets teleported sooner or later.
4627 The duration between two activates depends on the given value. 4665 The duration between two activates depends on the given value.
4657 Whenever the inventory checker is triggered, all objects with identical 4695 Whenever the inventory checker is triggered, all objects with identical
4658 &lt;connection&gt; value get activated. This only makes sense together with 4696 &lt;connection&gt; value get activated. This only makes sense together with
4659 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4697 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4660 after some time. 4698 after some time.
4661 </attribute> 4699 </attribute>
4700 &activate_on;
4662 <attribute arch="wc" editor="position state" type="int"> 4701 <attribute arch="wc" editor="position state" type="int">
4663 The &lt;position state&gt; defines the position of the gate: 4702 The &lt;position state&gt; defines the position of the gate:
4664 Zero means completely open/down, the "number of animation-steps" (usually 4703 Zero means completely open/down, the "number of animation-steps" (usually
4665 about 6 or 7) means completely closed/up state. I suggest you don't 4704 about 6 or 7) means completely closed/up state. I suggest you don't
4666 mess with this value - Leave the default in place. 4705 mess with this value - Leave the default in place.
4891<!--####################################################################--> 4930<!--####################################################################-->
4892<type number="0" name="Wall"> 4931<type number="0" name="Wall">
4893 <required> 4932 <required>
4894 <attribute arch="is_floor" value="0" /> 4933 <attribute arch="is_floor" value="0" />
4895 <attribute arch="alive" value="0" /> 4934 <attribute arch="alive" value="0" />
4896 <attribute arch="move_block" value="255" /> 4935 <attribute arch="no_pass" value="1" />
4897 </required> 4936 </required>
4898 <ignore> 4937 <ignore>
4899 <attribute arch="nrof" /> 4938 <attribute arch="nrof" />
4900 <attribute arch="title" /> 4939 <attribute arch="title" />
4901 <attribute arch="name_pl" /> 4940 <attribute arch="name_pl" />

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