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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.29 by elmex, Sun Aug 19 17:18:59 2007 UTC vs.
Revision 1.33 by elmex, Wed Apr 9 13:24:27 2008 UTC

1<?xml version="1.0" standalone="no" ?> 1<?xml version="1.0" standalone="no" ?>
2<!-- 2<!--
3###################################################################### 3######################################################################
4# types.xml - This is the definitions-file for all the different # 4# types.xml - This is the definitions-file for all the different #
5# Crossfire object types and their attributes. # 5# Deliantra object types and their attributes. #
6# # 6# #
7# The server code of the Crossfire game is always changing and # 7# The server code of the Deliantra game is always changing and #
8# evolving. From time to time, object-attributes change in purpose, # 8# evolving. From time to time, object-attributes change in purpose, #
9# or new ones are created. # 9# or new ones are created. #
10# Therefore, it is important that an Editor is flexible and # 10# Therefore, it is important that an Editor is flexible and #
11# easy to "upgrade" to handle such new features. That's why the # 11# easy to "upgrade" to handle such new features. That's why the #
12# CFJavaEditor reads the type-definitions from this xml file. # 12# CFJavaEditor reads the type-definitions from this xml file. #
13# #
14# If you encounter bugs, typos or missing entries in the LATEST #
15# VERSION of this file - Don't hesitate to improve it, contact me #
16# and eventually send the improved file to me: <red.blaze@gmx.net>. #
17# I will put it into the "official version" of the CFJavaEditor #
18# and all fellow Crossfire-Map-Makers can benefit from your work! #
19# #
20# IMPORTANT: Make a backup copy of this file before you start #
21# to modify it! #
22# # 13# #
23# New types must be inserted maintaining the alphabetical order. # 14# New types must be inserted maintaining the alphabetical order. #
24# # 15# #
25# about the 'type' elements: # 16# about the 'type' elements: #
26# # 17# #
650 <attribute arch="title" editor="title" type="string"> 641 <attribute arch="title" editor="title" type="string">
651 This is the object's title. Once an object is identified the title is 642 This is the object's title. Once an object is identified the title is
652 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. 643 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
653 </attribute> 644 </attribute>
654 <attribute arch="face" editor="image" type="string"> 645 <attribute arch="face" editor="image" type="string">
655 The image-name defines what image is displayed for this object in-game. 646 The image-name defines what image is displayed for this object in-game. Take care if the archetype of the
647 object has an animation! See also the 'animation' attribute.
648 </attribute>
649 <attribute arch="animation" editor="animation" type="string">
650 The animation-name of the object. If you assign custom faces and the archetype
651 defines an animation you can disable the animation of an archetype by setting this
652 field to NONE.
653 </attribute>
654 <attribute arch="tag" editor="tag" type="string">
655 You can tag objects with an identifier. Tagged objects can be found quickly
656 from their tag, which makes them useful to tag exits and refer to those by
657 their name.
656 </attribute> 658 </attribute>
657 <attribute arch="nrof" editor="number" type="int"> 659 <attribute arch="nrof" editor="number" type="int">
658 This value determines the number of objects in one stack (for example: 660 This value determines the number of objects in one stack (for example:
659 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for 661 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
660 any pickable object - otherwise it won't be mergeable into a stack. 662 any pickable object - otherwise it won't be mergeable into a stack.
1004 amount of &lt;item power&gt;, depending on their own level. This is the 1006 amount of &lt;item power&gt;, depending on their own level. This is the
1005 only way to prevent low level players to wear "undeserved" equipment 1007 only way to prevent low level players to wear "undeserved" equipment
1006 (like gifts from other players or cheated items). 1008 (like gifts from other players or cheated items).
1007 1009
1008 It is very important to adjust the &lt;item power&gt; value carefully 1010 It is very important to adjust the &lt;item power&gt; value carefully
1009 for every artifact you create! If zero/unset, the CF server will 1011 for every artifact you create! If zero/unset, the Deliantra server will
1010 calculate a provisional value at runtime, but this is never 1012 calculate a provisional value at runtime, but this is never
1011 going to be an accurate measurement of &lt;item power&gt;. 1013 going to be an accurate measurement of &lt;item power&gt;.
1012 </attribute> 1014 </attribute>
1013 <attribute arch="damned" editor="damnation" type="bool"> 1015 <attribute arch="damned" editor="damnation" type="bool">
1014 A damned piece of equipment cannot be unwielded unless the curse 1016 A damned piece of equipment cannot be unwielded unless the curse
1165 get teleported after they died on this battleground. 1167 get teleported after they died on this battleground.
1166 </attribute> 1168 </attribute>
1167</type> 1169</type>
1168 1170
1169<!--####################################################################--> 1171<!--####################################################################-->
1170<type number="165" name="Safe ground (CF+)"> 1172<type number="165" name="Safe ground">
1171 <ignore> 1173 <ignore>
1172 <ignore_list name="non_pickable" /> 1174 <ignore_list name="non_pickable" />
1173 </ignore> 1175 </ignore>
1174 <description><![CDATA[ 1176 <description><![CDATA[
1175 Safe ground is a special object that prevents any effects that might 1177 Safe ground is a special object that prevents any effects that might
1176 be harmful for the map, other players or items on the map. 1178 be harmful for the map, other players or items on the map.
1177 It blocks all magic and prayers, usage of alchemy, prevents potions 1179 It blocks all magic and prayers, usage of alchemy, prevents potions
1178 from being used and blocks bombs from exploding. Note that altars that 1180 from being used and blocks bombs from exploding. Note that altars that
1179 do cast spells still work. 1181 do cast spells still work.
1180 (This is a Crossfire+ feature, and might not work elsewhere)
1181 ]]> 1182 ]]>
1182 </description> 1183 </description>
1183 <use><![CDATA[ 1184 <use><![CDATA[
1184 Safe ground can be used to prevents any means of burning 1185 Safe ground can be used to prevents any means of burning
1185 or destroying the items in a shop. Put this object below all floor tiles 1186 or destroying the items in a shop. Put this object below all floor tiles
1186 in your map and your shop will be safe. It's generally useful for making 1187 in your map and your shop will be safe. It's generally useful for making
1187 areas where really no kind of spell should be invoked by a player. 1188 areas where really no kind of spell should be invoked by a player.
1188 ]]> 1189 ]]>
1189 </use> 1190 </use>
1191 &movement_types_terrain;
1190 <attribute arch="no_pick" value="1" type="fixed" /> 1192 <attribute arch="no_pick" value="1" type="fixed" />
1191</type> 1193</type>
1192 1194
1193<!--####################################################################--> 1195<!--####################################################################-->
1194<type number="8" name="Book"> 1196<type number="8" name="Book">
1667<type number="158" name="Disease"> 1669<type number="158" name="Disease">
1668 <ignore> 1670 <ignore>
1669 <ignore_list name="system_object" /> 1671 <ignore_list name="system_object" />
1670 </ignore> 1672 </ignore>
1671 <description><![CDATA[ 1673 <description><![CDATA[
1672 Diseases are an intersting form of spellcraft in Crossfire. 1674 Diseases are an intersting form of spellcraft in Deliantra.
1673 Once casted, they can spread out and infect creatures in a large 1675 Once casted, they can spread out and infect creatures in a large
1674 area. Being infected can have various effects, from amusing farts 1676 area. Being infected can have various effects, from amusing farts
1675 to horrible damage - almost everything is possible. ]]> 1677 to horrible damage - almost everything is possible. ]]>
1676 </description> 1678 </description>
1677 <use><![CDATA[ 1679 <use><![CDATA[
2112<type number="91" name="Gate"> 2114<type number="91" name="Gate">
2113 <ignore> 2115 <ignore>
2114 <ignore_list name="non_pickable" /> 2116 <ignore_list name="non_pickable" />
2115 </ignore> 2117 </ignore>
2116 <description><![CDATA[ 2118 <description><![CDATA[
2117 Gates play an important role in Crossfire. Gates can be opened 2119 Gates play an important role in Deliantra. Gates can be opened
2118 by activating a button/trigger, by speaking passwords (-> magic_ear) 2120 by activating a button/trigger, by speaking passwords (-> magic_ear)
2119 or carrying special key-objects (-> inventory checker). 2121 or carrying special key-objects (-> inventory checker).
2120 Unlike locked doors, gates can get shut again after a player has 2122 Unlike locked doors, gates can get shut again after a player has
2121 passed, which makes them more practical in many cases. ]]> 2123 passed, which makes them more practical in many cases. ]]>
2122 </description> 2124 </description>
2576 <attribute arch="no_pick" value="1" type="fixed" /> 2578 <attribute arch="no_pick" value="1" type="fixed" />
2577 <attribute arch="slaying" editor="key string" type="string"> 2579 <attribute arch="slaying" editor="key string" type="string">
2578 The &lt;key string&gt; in the door must be identical with the 2580 The &lt;key string&gt; in the door must be identical with the
2579 &lt;key string&gt; in the special key, then the door is unlocked. 2581 &lt;key string&gt; in the special key, then the door is unlocked.
2580 It is VERY important to set the &lt;key string&gt; to something that 2582 It is VERY important to set the &lt;key string&gt; to something that
2581 is unique among the CF mapset. 2583 is unique among the Deliantra mapset.
2582 2584
2583 DONT EVER USE the default string "set_individual_value". 2585 DONT EVER USE the default string "set_individual_value".
2584 </attribute> 2586 </attribute>
2585 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2587 <attribute arch="no_magic" editor="restrict spells" type="bool">
2586 Restricting the use of spells to pass this door. 2588 Restricting the use of spells to pass this door.
3120 <attribute arch="stand_still" editor="stand still" type="bool"> 3122 <attribute arch="stand_still" editor="stand still" type="bool">
3121 Monsters which &lt;stand still&gt; won't move to leave their position. 3123 Monsters which &lt;stand still&gt; won't move to leave their position.
3122 When agressive, they will attack all enemies who get close to 3124 When agressive, they will attack all enemies who get close to
3123 them. This behaviour is commonly known from castle guards. 3125 them. This behaviour is commonly known from castle guards.
3124 3126
3125 In older versions of Crossfire it was possible to eventually 3127 In older versions of Deliantra it was possible to eventually
3126 push a &lt;stand still&gt;-monster out of position by force. 3128 push a &lt;stand still&gt;-monster out of position by force.
3127 I believe this is no longer possible. Neverthless, you should 3129 I believe this is no longer possible. Neverthless, you should
3128 still be cautious when lining up &lt;stand still&gt;-monster in order 3130 still be cautious when lining up &lt;stand still&gt;-monster in order
3129 to "defend" something: Such monsters are rather easy to kill. 3131 to "defend" something: Such monsters are rather easy to kill.
3130 It's good for low level maps, but not much more. 3132 It's good for low level maps, but not much more.
3745 It is absolutely neccessary that a place with savebeds is 100% secure. 3747 It is absolutely neccessary that a place with savebeds is 100% secure.
3746 That means: 3748 That means:
3747 <UL> 3749 <UL>
3748 <LI> Monsters must not be able to reach the savebeds under any circumstances! 3750 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3749 <LI> If there are NPCs around, make sure they have the friendly-flag set. 3751 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3750 <LI> Insert a relyable exit! Make sure there is no possibility that 3752 <LI> Insert a reliable exit! Make sure there is no possibility that
3751 players get trapped in a savebed location. 3753 players get trapped in a savebed location.
3752 <LI> If possible, mark the whole site as no-spell area (Insert this 3754 <LI> If possible, mark the whole site as no-spell area (Insert this
3753 arch called "dungeon_magic" everywhere). This is not required, 3755 arch called "dungeon_magic" everywhere). This is not required,
3754 but it makes the place much more safe. 3756 but it makes the place much more safe.
3755 </UL> ]]> 3757 </UL> ]]>
3864 amount of &lt;item power&gt;, depending on their own level. This is the 3866 amount of &lt;item power&gt;, depending on their own level. This is the
3865 only way to prevent low level players to wear "undeserved" equipment 3867 only way to prevent low level players to wear "undeserved" equipment
3866 (like gifts from other players or cheated items). 3868 (like gifts from other players or cheated items).
3867 3869
3868 It is very important to adjust the &lt;item power&gt; value carefully 3870 It is very important to adjust the &lt;item power&gt; value carefully
3869 for every artifact you create! If zero/unset, the CF server will 3871 for every artifact you create! If zero/unset, the Deliantra server will
3870 calculate a provisional value at runtime, but this is never 3872 calculate a provisional value at runtime, but this is never
3871 going to be an accurate measurement of &lt;item power&gt;. 3873 going to be an accurate measurement of &lt;item power&gt;.
3872 </attribute> 3874 </attribute>
3873 <attribute arch="no_strength" editor="ignore strength" type="bool"> 3875 <attribute arch="no_strength" editor="ignore strength" type="bool">
3874 Usually the player's strentgh takes effect on the damage 3876 Usually the player's strentgh takes effect on the damage
4117 expmul is 1, the player will get 500 added to that skill as well as 4119 expmul is 1, the player will get 500 added to that skill as well as
4118 500 to their total. 4120 500 to their total.
4119 </attribute> 4121 </attribute>
4120 <attribute arch="subtype" editor="skill type" type="list_skill_type"> 4122 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4121 The &lt;skill type&gt; defines the base functionality of the skill. 4123 The &lt;skill type&gt; defines the base functionality of the skill.
4122 Skill types are hardcoded in the Crossfire server. It isn't hard to 4124 Skill types are hardcoded in the Deliantra server. It isn't hard to
4123 create new skill types, but it requires a bit of server-coding. 4125 create new skill types, but it requires a bit of server-coding.
4124 </attribute> 4126 </attribute>
4125 <attribute arch="level" editor="level" type="int"> 4127 <attribute arch="level" editor="level" type="int">
4126 </attribute> 4128 </attribute>
4127 <attribute arch="exp" editor="experience" type="int"> 4129 <attribute arch="exp" editor="experience" type="int">
4456<type number="26" name="Timed Gate"> 4458<type number="26" name="Timed Gate">
4457 <ignore> 4459 <ignore>
4458 <ignore_list name="non_pickable" /> 4460 <ignore_list name="non_pickable" />
4459 </ignore> 4461 </ignore>
4460 <description><![CDATA[ 4462 <description><![CDATA[
4461 Gates play an important role in Crossfire. Gates can be opened 4463 Gates play an important role in Deliantra. Gates can be opened
4462 by activating a button/trigger, by speaking passwords (-> magic_ear) 4464 by activating a button/trigger, by speaking passwords (-> magic_ear)
4463 or carrying special key-objects (-> inventory checker). 4465 or carrying special key-objects (-> inventory checker).
4464 Unlike locked doors, gates can get shut again after a player has 4466 Unlike locked doors, gates can get shut again after a player has
4465 passed, which makes them more practical in many cases. Unlike normal 4467 passed, which makes them more practical in many cases. Unlike normal
4466 gates, timed gates open when triggered but automatically close again 4468 gates, timed gates open when triggered but automatically close again
4906 amount of &lt;item power&gt;, depending on their own level. This is the 4908 amount of &lt;item power&gt;, depending on their own level. This is the
4907 only way to prevent low level players to wear "undeserved" equipment 4909 only way to prevent low level players to wear "undeserved" equipment
4908 (like gifts from other players or cheated items). 4910 (like gifts from other players or cheated items).
4909 4911
4910 It is very important to adjust the &lt;item power&gt; value carefully 4912 It is very important to adjust the &lt;item power&gt; value carefully
4911 for every artifact you create! If zero/unset, the CF server will 4913 for every artifact you create! If zero/unset, the Deliantra server will
4912 calculate a provisional value at runtime, but this is never 4914 calculate a provisional value at runtime, but this is never
4913 going to be an accurate measurement of &lt;item power&gt;. 4915 going to be an accurate measurement of &lt;item power&gt;.
4914 </attribute> 4916 </attribute>
4915 <attribute arch="damned" editor="damnation" type="bool"> 4917 <attribute arch="damned" editor="damnation" type="bool">
4916 A damned weapon cannot be unwielded unless 4918 A damned weapon cannot be unwielded unless
5025</type> 5027</type>
5026 5028
5027<type number="116" name="Event Connector"> 5029<type number="116" name="Event Connector">
5028 <description><![CDATA[ 5030 <description><![CDATA[
5029 Event connectors link specific events that happen to objects to 5031 Event connectors link specific events that happen to objects to
5030 a crossfire plug-in. ]]> 5032 a crossfire plug-in. They are not used at all in Deliantra ]]>
5031 </description> 5033 </description>
5032 <attribute arch="subtype" editor="event type" type="list_event_type">
5033 The type of event that triggers a notify to the plug-in.
5034 </attribute>
5035 <attribute arch="title" editor="plug-in" type="string">
5036 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5037 for python and "perl" for the Crossfire-Perl plug-in.
5038 </attribute>
5039 <attribute arch="slaying" editor="extension" type="string">
5040 The name of the extension to invoke (for python, this is the path to a script,
5041 for perl this is the name of a extension package without the ".ext" extension.
5042 </attribute>
5043 <attribute arch="name" editor="options" type="string">
5044 A string that is passed unaltered to the extension above. Often used to pass
5045 options to the extension that alter its behaviour.
5046 </attribute>
5047</type> 5034</type>
5048 5035
5049</types> 5036</types>

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