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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.18 by elmex, Mon Aug 14 01:15:12 2006 UTC vs.
Revision 1.26 by root, Sat Jul 14 13:30:44 2007 UTC

110 length CDATA #IMPLIED 110 length CDATA #IMPLIED
111 true CDATA #IMPLIED 111 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 112 false CDATA #IMPLIED>
113 113
114 <!ENTITY move_on " 114 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'> 115 <attribute arch='move_on' editor='movement type' type='movement_type'>
116 Which movement types automatically (as opposed to manually) activate this object. 116 Which movement types automatically (as opposed to manually) activate this object.
117 </attribute> 117 </attribute>
118 "> 118 ">
119 <!ENTITY move_off " 119 <!ENTITY move_off "
120 <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'> 120 <attribute arch='move_off' editor='movement type' type='movement_type'>
121 Which movement types deactivate this object (e.g. button). 121 Which movement types deactivate this object (e.g. button).
122 </attribute> 122 </attribute>
123 "> 123 ">
124 <!ENTITY move_type " 124 <!ENTITY move_type "
125 <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'> 125 <attribute arch='move_type' editor='movement type' type='movement_type'>
126 Determines which kinds of movement this object can use (e.g. for monsters) 126 Determines which kinds of movement this object can use (e.g. for monsters)
127 or grants (e.g. for amulets). 127 or grants (e.g. for amulets).
128 </attribute> 128 </attribute>
129 "> 129 ">
130 <!ENTITY movement_types_terrain " 130 <!ENTITY movement_types_terrain "
131 <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'> 131 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
132 Objects using these movement types cannot move over this space. 132 Objects using these movement types cannot move over this space.
133 </attribute> 133 </attribute>
134 <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> 134 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes 135 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'. 136 precedence over 'blocked movements'.
137 </attribute> 137 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> 138 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
139 The types of movement that should by slowed down by the 'slow movement penalty'. 139 The types of movement that should by slowed down by the 'slow movement penalty'.
140 </attribute> 140 </attribute>
141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> 141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142 If &lt;slow movement&gt; is set to a value greater zero, all 142 If &lt;slow movement&gt; is set to a value greater zero, all
143 creatures matching 'slow move' will be slower than normal on this spot. 143 creatures matching 'slow move' will be slower than normal on this spot.
1076 get teleported after they died on this battleground. 1076 get teleported after they died on this battleground.
1077 </attribute> 1077 </attribute>
1078</type> 1078</type>
1079 1079
1080<!--####################################################################--> 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. Note that altars that
1090 do cast spells still work.
1091 (This is a Crossfire+ feature, and might not work elsewhere)
1092 ]]>
1093 </description>
1094 <use><![CDATA[
1095 Safe ground can be used to prevents any means of burning
1096 or destroying the items in a shop. Put this object below all floor tiles
1097 in your map and your shop will be safe. It's generally useful for making
1098 areas where really no kind of spell should be invoked by a player.
1099 ]]>
1100 </use>
1101 <attribute arch="no_pick" value="1" type="fixed" />
1102</type>
1103
1104<!--####################################################################-->
1081<type number="8" name="Book"> 1105<type number="8" name="Book">
1082 <description><![CDATA[ 1106 <description><![CDATA[
1083 Applying a book, the containing message is displayed to the player. ]]> 1107 Applying a book, the containing message is displayed to the player. ]]>
1084 </description> 1108 </description>
1085 <attribute arch="level" editor="literacy level" type="int"> 1109 <attribute arch="level" editor="literacy level" type="int">
1428 <ignore_list name="system_object" /> 1452 <ignore_list name="system_object" />
1429 </ignore> 1453 </ignore>
1430 <description><![CDATA[ 1454 <description><![CDATA[
1431 A creator is an object which creates another object when it 1455 A creator is an object which creates another object when it
1432 is triggered. The child object can be anything. Creators are 1456 is triggered. The child object can be anything. Creators are
1433 VERY useful for all kinds of map-mechanisms. ]]> 1457 VERY useful for all kinds of map-mechanisms. They can even
1458 periodically create things. ]]>
1434 </description> 1459 </description>
1435 <use><![CDATA[ 1460 <use><![CDATA[
1436 Don't hesitate to hide your creators under the floor. 1461 Don't hesitate to hide your creators under the floor.
1437 The created items will still always appear ontop of the floor. ]]> 1462 The created items will still always appear ontop of the floor. ]]>
1438 </use> 1463 </use>
1450 </attribute> 1475 </attribute>
1451 &activate_on; 1476 &activate_on;
1452 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1477 <attribute arch="lifesave" editor="infinit uses" type="bool">
1453 If &lt;infinit uses&gt; is set, the creator will work 1478 If &lt;infinit uses&gt; is set, the creator will work
1454 infinitely, regardless of the value in &lt;number of uses&gt;. 1479 infinitely, regardless of the value in &lt;number of uses&gt;.
1480 </attribute>
1481 <attribute arch="speed" editor="speed" type="float">
1482 When this field is set the creator will periodically create stuff
1483 (and will still do so when the connection is triggered).
1484 A value of 1 means roughly 8 times a second.
1455 </attribute> 1485 </attribute>
1456 <attribute arch="hp" editor="number of uses" type="int"> 1486 <attribute arch="hp" editor="number of uses" type="int">
1457 The creator can be triggered &lt;number of uses&gt; times, thus 1487 The creator can be triggered &lt;number of uses&gt; times, thus
1458 creating that many objects, before it dissappears. 1488 creating that many objects, before it dissappears.
1459 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1489 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1732 This string defines the object that will be created when the door was 1762 This string defines the object that will be created when the door was
1733 defeated. 1763 defeated.
1734 </attribute> 1764 </attribute>
1735 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 1765 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1736 This entry determines what kind of traps will appear in the door. 1766 This entry determines what kind of traps will appear in the door.
1767 </attribute>
1768 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1769 Set this flag to move treasure items created into the environment (map)
1770 instead of putting them into the object.
1737 </attribute> 1771 </attribute>
1738</type> 1772</type>
1739 1773
1740<!--####################################################################--> 1774<!--####################################################################-->
1741<type number="83" name="Duplicator"> 1775<type number="83" name="Duplicator">
1829 If set, this message will be displayed to the player when he applies the exit. 1863 If set, this message will be displayed to the player when he applies the exit.
1830 This is quite useful to throw in some "role-play feeling": "As you enter the 1864 This is quite useful to throw in some "role-play feeling": "As you enter the
1831 dark cave you hear the sound of rustling dragonscales...". Well, my english 1865 dark cave you hear the sound of rustling dragonscales...". Well, my english
1832 is poor, but you get the point. =) 1866 is poor, but you get the point. =)
1833 </attribute> 1867 </attribute>
1834 <attribute arch="unique" editor="unique destination" type="bool"> 1868 <attribute arch="damned" editor="set savebed" type="bool">
1835 This flag defines the destined map as "personal unique map". If set, 1869 If set, then players using this exit will have their savebed position
1836 there will be a seperate version of that map for every player out there. 1870 set to the destination of the exit when passing through.
1837 This feature is used for the permanent apartments
1838 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1839 than apartments, since Crossfire is a *multi*player game. In such a permanent
1840 apartment don't forget to set the unique-flag for all floor tiles too
1841 (see floors).
1842 An exit pointing outside of a personal unique map must have the
1843 "unique destination"-flag unset.
1844 </attribute> 1871 </attribute>
1845</type> 1872</type>
1846 1873
1847<!--####################################################################--> 1874<!--####################################################################-->
1848<type number="72" name="Flesh"> 1875<type number="72" name="Flesh">
2935 2962
2936 Note that you can always put items into the monster's 2963 Note that you can always put items into the monster's
2937 inventory. Those will drop-at-kill just like the stuff 2964 inventory. Those will drop-at-kill just like the stuff
2938 from the &lt;treasurelist&gt;. 2965 from the &lt;treasurelist&gt;.
2939 </attribute> 2966 </attribute>
2967 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2968 Set this flag to move treasure items created into the environment (map)
2969 instead of putting them into the object.
2970 </attribute>
2940 <attribute arch="level" editor="level" type="int"> 2971 <attribute arch="level" editor="level" type="int">
2941 A monster's &lt;level&gt; is the most important attribute. 2972 A monster's &lt;level&gt; is the most important attribute.
2942 &lt;level&gt; affects the power of a monster in various ways. 2973 &lt;level&gt; affects the power of a monster in various ways.
2943 </attribute> 2974 </attribute>
2944 <attribute arch="race" editor="race" type="string"> 2975 <attribute arch="race" editor="race" type="string">
2990 </attribute> 3021 </attribute>
2991 <attribute arch="carrying" editor="carries weight" type="int"> 3022 <attribute arch="carrying" editor="carries weight" type="int">
2992 If a monster has something in the inventory, this 3023 If a monster has something in the inventory, this
2993 value can be set to reflect the slowdown due to 3024 value can be set to reflect the slowdown due to
2994 the carried weight. 3025 the carried weight.
3026 </attribute>
3027 <attribute arch="precious" editor="precious" type="bool">
3028 Set this flag to indicate that this monster is <i>precious</i>, i.e.
3029 it should not be lightly destroyed. This is most useful on pets and
3030 keeps the server from destroying them on destroy_pets/monster floors
3031 and will try to save them when the player logs out.
2995 </attribute> 3032 </attribute>
2996 3033
2997<section name="melee"> 3034<section name="melee">
2998 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3035 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2999 This number is a bitmask, specifying the monster's attacktypes 3036 This number is a bitmask, specifying the monster's attacktypes
4272 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4309 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4273 This text will be displayed to the player. 4310 This text will be displayed to the player.
4274 </attribute> 4311 </attribute>
4275</type> 4312</type>
4276 4313
4314<type number="150" name="Shop Inventory">
4315 <ignore>
4316 <ignore_list name="non_pickable" />
4317 </ignore>
4318 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4319 </description>
4320 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4321 </use>
4322 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4323 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4324 the map that will be searched for unpaid items.
4325 </attribute>
4326</type>
4327
4277<!--####################################################################--> 4328<!--####################################################################-->
4278<type number="43" name="Skill"> 4329<type number="43" name="Skill">
4279 <ignore> 4330 <ignore>
4280 <ignore_list name="system_object" /> 4331 <ignore_list name="system_object" />
4281 </ignore> 4332 </ignore>

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