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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.37 by root, Tue Aug 26 01:58:06 2008 UTC vs.
Revision 1.45 by root, Thu Jan 8 03:05:17 2009 UTC

22# </required> # 22# </required> #
23# <ignore> # 23# <ignore> #
24# list of attributes not to import from default_type # 24# list of attributes not to import from default_type #
25# </ignore> # 25# </ignore> #
26# <description><![CDATA[ # 26# <description><![CDATA[ #
27# Description of this type.]]> # 27# Description of this type.]]> #
28# </description> # 28# </description> #
29# <use><![CDATA[ # 29# <use><![CDATA[ #
30# How to use this type.]]> # 30# How to use this type.]]> #
31# </use> # 31# </use> #
32# ... attributes ... # 32# ... attributes ... #
33# </type> # 33# </type> #
34# # 34# #
35# about the 'attribute' type: <attribute ... type="XXX" > # 35# about the 'attribute' type: <attribute ... type="XXX" > #
778 This text may describe the object. 778 This text may describe the object.
779 </attribute> 779 </attribute>
780</type> 780</type>
781 781
782<!--####################################################################--> 782<!--####################################################################-->
783<!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
783<type number="110" name="Ability"> 784<type number="999" name="Ability">
784 <ignore> 785 <ignore>
785 <ignore_list name="system_object" /> 786 <ignore_list name="system_object" />
786 </ignore> 787 </ignore>
787 <description><![CDATA[ 788 <description><![CDATA[
788 Abilities are to be put in a monster's inventory. They grant monsters the 789 Abilities are to be put in a monster's inventory. They grant monsters the
789 knowledge to cast spells. Spells from abilities are usually magical in 790 knowledge to cast spells. Spells from abilities are usually magical in
790 nature, thus adding magic attacktype to the spell-damage they produce. 791 nature, thus adding magic attacktype to the spell-damage they produce.
791 <br><br> 792 <br><br>
792 A particularly nice feature of abilities is that they can hold two 793 A particularly nice feature of abilities is that they can hold two
793 spells: One for short range- and one for long range use. 794 spells: One for short range - and one for long range use.
794 \n\n 795 \n\n
795 You should know that spellcasting monsters receive abilities via 796 You should know that spellcasting monsters receive abilities via
796 &lt;treasurelist&gt;.]]> 797 &lt;treasurelist&gt;.]]>
797 </description> 798 </description>
798 <use><![CDATA[ 799 <use><![CDATA[
871 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 872 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
872 200 silver, 20 gold, or 4 platinum will all work.) 873 200 silver, 20 gold, or 4 platinum will all work.)
873 874
874 Note that the maximum possible for &lt;drop amount&gt; is 32767. 875 Note that the maximum possible for &lt;drop amount&gt; is 32767.
875 </attribute> 876 </attribute>
876 <attribute arch="connected" editor="connection" type="int"> 877 <attribute arch="connected" editor="connection" type="string">
877 If a connection value is set, the altar will trigger all objects 878 If a connection value is set, the altar will trigger all objects
878 with the same value, when activated. This will only work once. 879 with the same value, when activated. This will only work once.
879 </attribute> 880 </attribute>
880 <attribute arch="sp" editor="spell" type="spell"> 881 <attribute arch="sp" editor="spell" type="spell">
881 When activated, the selected &lt;spell&gt; will be casted (once, on the 882 When activated, the selected &lt;spell&gt; will be casted (once, on the
926 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 927 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
927 200 silver, 20 gold, or 4 platinum will all work.) 928 200 silver, 20 gold, or 4 platinum will all work.)
928 929
929 Note that the maximum possible for &lt;drop amount&gt; is 32767. 930 Note that the maximum possible for &lt;drop amount&gt; is 32767.
930 </attribute> 931 </attribute>
931 <attribute arch="connected" editor="connection" type="int"> 932 <attribute arch="connected" editor="connection" type="string">
932 If a connection value is set, the altar will trigger all objects 933 If a connection value is set, the altar will trigger all objects
933 with the same value, when activated. This will only work once. 934 with the same value, when activated. This will only work once.
934 </attribute> 935 </attribute>
935 <attribute arch="sp" editor="spell" type="spell"> 936 <attribute arch="sp" editor="spell" type="spell">
936 When activated, this &lt;spell&gt; will be casted (once, on the player). 937 When activated, this &lt;spell&gt; will be casted (once, on the player).
1217 </attribute> 1218 </attribute>
1218 <attribute arch="slaying" editor="key string" type="string"> 1219 <attribute arch="slaying" editor="key string" type="string">
1219 This is the key string of the book. The key string is checked by an inventory checker. 1220 This is the key string of the book. The key string is checked by an inventory checker.
1220 (This is used eg. for the gate/port passes in scorn) 1221 (This is used eg. for the gate/port passes in scorn)
1221 </attribute> 1222 </attribute>
1223 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1224 If this flag is true the player won't be able to identify this
1225 item with by using a skill.
1226 </attribute>
1222</type> 1227</type>
1223 1228
1224<!--####################################################################--> 1229<!--####################################################################-->
1225<type number="99" name="Boots"> 1230<type number="99" name="Boots">
1226 <import_type name="Amulet" /> 1231 <import_type name="Amulet" />
1312 <attribute arch="no_pick" value="1" type="fixed" /> 1317 <attribute arch="no_pick" value="1" type="fixed" />
1313 <attribute arch="weight" editor="press weight" type="int"> 1318 <attribute arch="weight" editor="press weight" type="int">
1314 The button is pressed (triggered), as soon as 1319 The button is pressed (triggered), as soon as
1315 &lt;press weigh&gt; gram are placed ontop of it. 1320 &lt;press weigh&gt; gram are placed ontop of it.
1316 </attribute> 1321 </attribute>
1317 <attribute arch="connected" editor="connection" type="int"> 1322 <attribute arch="connected" editor="connection" type="string">
1318 Every time the button is pressed or released, all objects 1323 Every time the button is pressed or released, all objects
1319 with the same &lt;connection&gt; value are activated. 1324 with the same &lt;connection&gt; value are activated.
1320 </attribute> 1325 </attribute>
1321 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1326 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1322 This text may describe the item. You can use this 1327 This text may describe the item. You can use this
1531 of &lt;receive arch&gt;. 1536 of &lt;receive arch&gt;.
1532 </attribute> 1537 </attribute>
1533 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1538 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1534 This text may contain a description of the converter. 1539 This text may contain a description of the converter.
1535 </attribute> 1540 </attribute>
1541 <attribute arch="precious" editor="output unpaid" type="bool">
1542 If the converter has this flag set the generated items will
1543 be flagged as unpaid. Useful if you want to make a converter in a shop.
1544 (For instance for 'dragon scale' to 'dragon shield' converters in some
1545 armour shops.)
1546 </attribute>
1536</type> 1547</type>
1537 1548
1538<!--####################################################################--> 1549<!--####################################################################-->
1539<type number="42" name="Creator"> 1550<type number="42" name="Creator">
1540 <ignore> 1551 <ignore>
1556 You can choose any of the existing arches. 1567 You can choose any of the existing arches.
1557 This field is ignored if the creator has items in inventory. In this case 1568 This field is ignored if the creator has items in inventory. In this case
1558 one of the inventory items is duplicated. The duplicated item is randomly 1569 one of the inventory items is duplicated. The duplicated item is randomly
1559 chosen from all items present. 1570 chosen from all items present.
1560 </attribute> 1571 </attribute>
1561 <attribute arch="connected" editor="connection" type="int"> 1572 <attribute arch="connected" editor="connection" type="string">
1562 Whenever the connection value is activated, 1573 Whenever the connection value is activated,
1563 the creator gets triggered. 1574 the creator gets triggered.
1564 </attribute> 1575 </attribute>
1565 &activate_on; 1576 &activate_on;
1566 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1577 <attribute arch="lifesave" editor="infinit uses" type="bool">
1612 <attribute arch="slaying" editor="match name" type="string"> 1623 <attribute arch="slaying" editor="match name" type="string">
1613 &lt;match name&gt; specifies the name of the object we are looking for. 1624 &lt;match name&gt; specifies the name of the object we are looking for.
1614 Actually it does also check for the &lt;key string&gt; in key-objects, 1625 Actually it does also check for the &lt;key string&gt; in key-objects,
1615 but for this case inventory checkers are often more powerful to use. 1626 but for this case inventory checkers are often more powerful to use.
1616 </attribute> 1627 </attribute>
1617 <attribute arch="connected" editor="connection" type="int"> 1628 <attribute arch="connected" editor="connection" type="string">
1618 When the detector is triggered, all objects with the same 1629 When the detector is triggered, all objects with the same
1619 connection value get activated. 1630 connection value get activated.
1620 </attribute> 1631 </attribute>
1621 <attribute arch="speed" editor="detection speed" type="float"> 1632 <attribute arch="speed" editor="detection speed" type="float">
1622 This value defines the time between two detector-checks. 1633 This value defines the time between two detector-checks.
1626 &speed_left; 1637 &speed_left;
1627 <attribute arch="speed_left" editor="speed left" type="float"> 1638 <attribute arch="speed_left" editor="speed left" type="float">
1628 The speed left. This value is incremented by &lt;speed&gt; on every tick. 1639 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1629 If it is larger than 0, the detector checks, and the speed is decremented 1640 If it is larger than 0, the detector checks, and the speed is decremented
1630 by 1. 1641 by 1.
1642 </attribute>
1643</type>
1644
1645<!--####################################################################-->
1646<type number="164" name="Map Script">
1647 <ignore>
1648 <ignore_list name="system_object" />
1649 </ignore>
1650 <description><![CDATA[
1651 The map script object is a very special object that can react to connected
1652 events and executes a perl script.
1653 ]]>
1654 </description>
1655 <use><![CDATA[
1656 The perl script gets passed an $activator object and can use the set/get/find/timer functions
1657 to react to/trigger other objects.
1658 ]]>
1659 </use>
1660 <attribute arch="connected" editor="connection" type="string">
1661 When the map script object is triggered, it will execute
1662 the perl script with the triggering object as $activator.
1663 </attribute>
1664 &activate_on;
1665 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1666 This perl script will be executed each time the objetc is triggered.
1631 </attribute> 1667 </attribute>
1632</type> 1668</type>
1633 1669
1634<!--####################################################################--> 1670<!--####################################################################-->
1635<type number="112" name="Director"> 1671<type number="112" name="Director">
1890 <attribute arch="level" editor="multiply factor" type="int"> 1926 <attribute arch="level" editor="multiply factor" type="int">
1891 The number of items in the target pile will be multiplied by the 1927 The number of items in the target pile will be multiplied by the
1892 &lt;multiply factor&gt;. If it is set to zero, all target objects 1928 &lt;multiply factor&gt;. If it is set to zero, all target objects
1893 will be destroyed. 1929 will be destroyed.
1894 </attribute> 1930 </attribute>
1895 <attribute arch="connected" editor="connection" type="int"> 1931 <attribute arch="connected" editor="connection" type="string">
1896 An activator (lever, altar, button, etc) with matching connection value 1932 An activator (lever, altar, button, etc) with matching connection value
1897 is able to trigger this duplicator. Be very careful that players cannot 1933 is able to trigger this duplicator. Be very careful that players cannot
1898 abuse it to create endless amounts of money or other valuable stuff! 1934 abuse it to create endless amounts of money or other valuable stuff!
1899 </attribute> 1935 </attribute>
1900 &activate_on; 1936 &activate_on;
2127 </use> 2163 </use>
2128 <attribute arch="no_pick" value="1" type="fixed" /> 2164 <attribute arch="no_pick" value="1" type="fixed" />
2129 <attribute arch="speed" value="1" type="float"> 2165 <attribute arch="speed" value="1" type="float">
2130 The speed of the gate affects how fast it is closing/opening. 2166 The speed of the gate affects how fast it is closing/opening.
2131 </attribute> 2167 </attribute>
2132 <attribute arch="connected" editor="connection" type="int"> 2168 <attribute arch="connected" editor="connection" type="string">
2133 Whenever the inventory checker is triggered, all objects with identical 2169 Whenever the inventory checker is triggered, all objects with identical
2134 &lt;connection&gt; value get activated. This only makes sense together with 2170 &lt;connection&gt; value get activated. This only makes sense together with
2135 &lt;blocking passage&gt; disabled. 2171 &lt;blocking passage&gt; disabled.
2136 </attribute> 2172 </attribute>
2137 <attribute arch="wc" editor="position state" type="int"> 2173 <attribute arch="wc" editor="position state" type="int">
2206 don't forget that some monsters are able to apply it. 2242 don't forget that some monsters are able to apply it.
2207 The ability to apply levers is rare among monsters - 2243 The ability to apply levers is rare among monsters -
2208 but vampires can do it for example.]]> 2244 but vampires can do it for example.]]>
2209 </use> 2245 </use>
2210 <attribute arch="no_pick" value="1" type="fixed" /> 2246 <attribute arch="no_pick" value="1" type="fixed" />
2211 <attribute arch="connected" editor="connection" type="int"> 2247 <attribute arch="connected" editor="connection" type="string">
2212 Every time the handle is applied, all objects 2248 Every time the handle is applied, all objects
2213 with the same &lt;connection&gt; value are activated. 2249 with the same &lt;connection&gt; value are activated.
2214 </attribute> 2250 </attribute>
2215 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2251 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2216 This text may describe the item. You can use this 2252 This text may describe the item. You can use this
2469 </attribute> 2505 </attribute>
2470 <attribute arch="last_sp" editor="match = having" type="bool"> 2506 <attribute arch="last_sp" editor="match = having" type="bool">
2471 Enabled means having that object is a match. 2507 Enabled means having that object is a match.
2472 Disabled means not having that object is a match. 2508 Disabled means not having that object is a match.
2473 </attribute> 2509 </attribute>
2474 <attribute arch="connected" editor="connection" type="int"> 2510 <attribute arch="connected" editor="connection" type="string">
2475 Whenever the inventory checker is triggered, all objects with identical 2511 Whenever the inventory checker is triggered, all objects with identical
2476 &lt;connection&gt; value get activated. This only makes sense together with 2512 &lt;connection&gt; value get activated. This only makes sense together with
2477 &lt;blocking passage&gt; disabled. 2513 &lt;blocking passage&gt; disabled.
2478 </attribute> 2514 </attribute>
2479 &movement_types_terrain; 2515 &movement_types_terrain;
2620 according to his conversation with a player. Mostly this means 2656 according to his conversation with a player. Mostly this means
2621 opening a gate or handing out some item, but you could be quite 2657 opening a gate or handing out some item, but you could be quite
2622 creative here.]]> 2658 creative here.]]>
2623 </use> 2659 </use>
2624 <attribute arch="no_pick" value="1" type="fixed" /> 2660 <attribute arch="no_pick" value="1" type="fixed" />
2625 <attribute arch="connected" editor="connection" type="int"> 2661 <attribute arch="connected" editor="connection" type="string">
2626 The Magic_ear will trigger all objects with the 2662 The Magic_ear will trigger all objects with the
2627 same connection value, every time it is activated. 2663 same connection value, every time it is activated.
2628 </attribute> 2664 </attribute>
2629 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> 2665 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2630 This textfield contains the keyword-matching-syntax. The text should 2666 This textfield contains the keyword-matching-syntax. The text should
2681 The wall will cast it's spells at level &lt;spell level&gt;. "level 1" 2717 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2682 walls cast spells at minimal strength. "level 100" walls cast deadly 2718 walls cast spells at minimal strength. "level 100" walls cast deadly
2683 spells. Arch default is level 1 - you should always set this value 2719 spells. Arch default is level 1 - you should always set this value
2684 to meet the overall difficulty of your map. 2720 to meet the overall difficulty of your map.
2685 </attribute> 2721 </attribute>
2686 <attribute arch="connected" editor="connection" type="int"> 2722 <attribute arch="connected" editor="connection" type="string">
2687 Every time the &lt;connection&gt; value is triggered, the wall will cast 2723 Every time the &lt;connection&gt; value is triggered, the wall will cast
2688 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2724 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2689 have much visible effect. 2725 have much visible effect.
2690 </attribute> 2726 </attribute>
2691 &activate_on; 2727 &activate_on;
2754 <attribute arch="slaying" editor="key string" type="string"> 2790 <attribute arch="slaying" editor="key string" type="string">
2755 The &lt;key string&gt; can be detected by inv. checkers/detectors. 2791 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2756 If the player already has a force with that &lt;key string&gt;, 2792 If the player already has a force with that &lt;key string&gt;,
2757 there won't be inserted a second one. 2793 there won't be inserted a second one.
2758 </attribute> 2794 </attribute>
2759 <attribute arch="connected" editor="connection" type="int"> 2795 <attribute arch="connected" editor="connection" type="string">
2760 When the detector is triggered, all objects with the same 2796 When the detector is triggered, all objects with the same
2761 connection value get activated. 2797 connection value get activated.
2762 </attribute> 2798 </attribute>
2763 <attribute arch="speed" editor="marking speed" type="float"> 2799 <attribute arch="speed" editor="marking speed" type="float">
2764 The &lt;marking speed&gt; defines how quickly it will mark something 2800 The &lt;marking speed&gt; defines how quickly it will mark something
3235 &lt;mood&gt; 'charm': Turns monster into a pet of person 3271 &lt;mood&gt; 'charm': Turns monster into a pet of person
3236 who triggers the square. This setting is not 3272 who triggers the square. This setting is not
3237 enabled for continous operation, you need to 3273 enabled for continous operation, you need to
3238 insert a &lt;connection&gt; value! 3274 insert a &lt;connection&gt; value!
3239 </attribute> 3275 </attribute>
3240 <attribute arch="connected" editor="connection" type="int"> 3276 <attribute arch="connected" editor="connection" type="string">
3241 This should only be set in combination with &lt;mood number&gt; 4. 3277 This should only be set in combination with &lt;mood number&gt; 4.
3242 Normally, monsters are affected by the mood floor as soon as they 3278 Normally, monsters are affected by the mood floor as soon as they
3243 step on it. But charming (monster -&gt; pet) is too powerful, 3279 step on it. But charming (monster -&gt; pet) is too powerful,
3244 so it needs to be activated. 3280 so it needs to be activated.
3245 3281
3369 3405
3370 If it is set to "player", any player stepping on the pedestal 3406 If it is set to "player", any player stepping on the pedestal
3371 is a match. Very useful if you want to open a gate for players 3407 is a match. Very useful if you want to open a gate for players
3372 but not for monsters. 3408 but not for monsters.
3373 </attribute> 3409 </attribute>
3374 <attribute arch="connected" editor="connection" type="int"> 3410 <attribute arch="connected" editor="connection" type="string">
3375 When the pedestal is triggered, all objects with the same 3411 When the pedestal is triggered, all objects with the same
3376 connection value get activated. 3412 connection value get activated.
3377 </attribute> 3413 </attribute>
3378 &move_on; 3414 &move_on;
3379</type> 3415</type>
3397 sure to use them in a "logical way": Pits should always drop the 3433 sure to use them in a "logical way": Pits should always drop the
3398 player to some kind of lower level. They should not be used to 3434 player to some kind of lower level. They should not be used to
3399 randomly interconnect maps like teleporters do.]]> 3435 randomly interconnect maps like teleporters do.]]>
3400 </use> 3436 </use>
3401 <attribute arch="no_pick" value="1" type="fixed" /> 3437 <attribute arch="no_pick" value="1" type="fixed" />
3402 <attribute arch="range" editor="random radius" type="int"> 3438 <attribute arch="range" editor="spread radius" type="int">
3403 The radius of the square area that the pit will randomly put the player into. 3439 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3404 </attribute> 3440 </attribute>
3405 <attribute arch="connected" editor="connection" type="int"> 3441 <attribute arch="connected" editor="connection" type="string">
3406 When a &lt;connection&gt; value is set, the pit can be opened/closed 3442 When a &lt;connection&gt; value is set, the pit can be opened/closed
3407 by activating the connection. 3443 by activating the connection.
3408 </attribute> 3444 </attribute>
3409 &activate_on; 3445 &activate_on;
3410 <attribute arch="hp" editor="destination X" type="int"> 3446 <attribute arch="hp" editor="destination X" type="int">
4036 Use signs and magic_mouths, plenty of them! Place magic_mouths to add 4072 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4037 some true roleplay feeling to your maps, support your storyline or give 4073 some true roleplay feeling to your maps, support your storyline or give
4038 hints about hidden secrets/dangers. Place signs to provide the player 4074 hints about hidden secrets/dangers. Place signs to provide the player
4039 with all kinds of useful information for getting along in your maps.]]> 4075 with all kinds of useful information for getting along in your maps.]]>
4040 </use> 4076 </use>
4041 <attribute arch="connected" editor="connection" type="int"> 4077 <attribute arch="connected" editor="connection" type="string">
4042 When a connection value is set, the message will be printed whenever 4078 When a connection value is set, the message will be printed whenever
4043 the connection is triggered. This should be used in combination with 4079 the connection is triggered. This should be used in combination with
4044 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4080 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4045 If activating your magic_mouth this way, the message will not only be 4081 If activating your magic_mouth this way, the message will not only be
4046 printed to one player, but all players on the current map. 4082 printed to one player, but all players on the current map.
4434 be transferred to the "default enter location" of the destined map. 4470 be transferred to the "default enter location" of the destined map.
4435 The latter can be set in the map-properties as "Enter X/Y". Though, 4471 The latter can be set in the map-properties as "Enter X/Y". Though,
4436 please DO NOT use that. It turned out to be a source for numerous 4472 please DO NOT use that. It turned out to be a source for numerous
4437 map-bugs. 4473 map-bugs.
4438 </attribute> 4474 </attribute>
4439 <attribute arch="connected" editor="connection" type="int"> 4475 <attribute arch="connected" editor="connection" type="string">
4440 If a connection value is set, the teleporter will be activated 4476 If a connection value is set, the teleporter will be activated
4441 whenever the connection is triggered. To use this properly, 4477 whenever the connection is triggered. To use this properly,
4442 &lt;activation speed&gt; must be zero. 4478 &lt;activation speed&gt; must be zero.
4443 </attribute> 4479 </attribute>
4444 &activate_on; 4480 &activate_on;
4473 Use gates to divide your maps into separated areas. After solving 4509 Use gates to divide your maps into separated areas. After solving
4474 area A, the player gains access to area B, and so on. Make your 4510 area A, the player gains access to area B, and so on. Make your
4475 maps more complex than "one-way".]]> 4511 maps more complex than "one-way".]]>
4476 </use> 4512 </use>
4477 <attribute arch="no_pick" value="1" type="fixed" /> 4513 <attribute arch="no_pick" value="1" type="fixed" />
4478 <attribute arch="connected" editor="connection" type="int"> 4514 <attribute arch="connected" editor="connection" type="string">
4479 Whenever the inventory checker is triggered, all objects with identical 4515 Whenever the inventory checker is triggered, all objects with identical
4480 &lt;connection&gt; value get activated. This only makes sense together with 4516 &lt;connection&gt; value get activated. This only makes sense together with
4481 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4517 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4482 after some time. 4518 after some time.
4483 </attribute> 4519 </attribute>
4550 </attribute> 4586 </attribute>
4551 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4587 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4552 This attribute defines what attacktype to use for direct damage when 4588 This attribute defines what attacktype to use for direct damage when
4553 the trap detonates. 4589 the trap detonates.
4554 </attribute> 4590 </attribute>
4555 <attribute arch="connected" editor="connection" type="int"> 4591 <attribute arch="connected" editor="connection" type="string">
4556 When the trap is detonated, all objects with the same 4592 When the trap is detonated, all objects with the same
4557 connection value get activated. 4593 connection value get activated.
4558 </attribute> 4594 </attribute>
4559 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> 4595 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4560 When the trap detonates, this text is displayed to the 4596 When the trap detonates, this text is displayed to the
4683 <attribute arch="slaying" editor="key string" type="string"> 4719 <attribute arch="slaying" editor="key string" type="string">
4684 The &lt;key string&gt; can be detected by inv. checkers/detectors. 4720 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4685 If the player already has a force with that &lt;key string&gt;, 4721 If the player already has a force with that &lt;key string&gt;,
4686 there won't be inserted a second one. 4722 there won't be inserted a second one.
4687 </attribute> 4723 </attribute>
4688 <attribute arch="connected" editor="connection" type="int"> 4724 <attribute arch="connected" editor="connection" type="string">
4689 Unlike a regular marker this is the connection that triggers this marker to activate. 4725 Unlike a regular marker this is the connection that triggers this marker to activate.
4690 </attribute> 4726 </attribute>
4691 <attribute arch="food" editor="mark duration" type="int"> 4727 <attribute arch="food" editor="mark duration" type="int">
4692 This value defines the duration of the force it inserts. 4728 This value defines the duration of the force it inserts.
4693 If nonzero, the duration of the player's mark is finite: 4729 If nonzero, the duration of the player's mark is finite:

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