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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.39 by root, Wed Aug 27 03:43:50 2008 UTC vs.
Revision 1.46 by elmex, Tue Jan 13 12:49:24 2009 UTC

674 usually inevitable. 674 usually inevitable.
675 </attribute> 675 </attribute>
676 <attribute arch="glow_radius" editor="glow radius" type="int"> 676 <attribute arch="glow_radius" editor="glow radius" type="int">
677 If &lt;glow radius&gt; is set to a value greater zero, the object 677 If &lt;glow radius&gt; is set to a value greater zero, the object
678 appears lit up on dark maps. &lt;glow radius&gt; can be a value 678 appears lit up on dark maps. &lt;glow radius&gt; can be a value
679 between 0 and 4, the higher, the more light does the object emit. 679 between 0 and 9, the higher, the more light does the object emit.
680 </attribute> 680 </attribute>
681 <attribute arch="material" editor="material" type="bitmask_material"> 681 <attribute arch="material" editor="material" type="bitmask_material">
682 This bitmask-value informs the player of which material(s) the 682 This bitmask-value informs the player of which material(s) the
683 object consists. Material does also affect how likely the object 683 object consists. Material does also affect how likely the object
684 can be destroyed by hazardous spell-effects. 684 can be destroyed by hazardous spell-effects.
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
842 Note that non-magical abilities are more dangerous because 843 Note that non-magical abilities are more dangerous because
843 magic resistance does not protect from those.</attribute> 844 magic resistance does not protect from those.</attribute>
844</type> 845</type>
845 846
846<!--####################################################################--> 847<!--####################################################################-->
848
849<type number="81" name="Torch">
850 <description><![CDATA[
851 Torches are a special kind of Lamp, they are worn out by repeatedly
852 lightening them up (when the is_lightable flag is set) and otherwise
853 they can only be used once.]]>
854 </description>
855 <attribute arch="food" editor="burning duration" type="int">
856 This field specifies the burning duration of the torch.
857 </attribute>
858 <attribute arch="range" editor="enabled glow radius" type="int">
859 This field sets the glow radius of the torch if it is enabled.
860 If you want to make a torch that is already burning set the
861 "glow radius" field.
862 </attribute>
863</type>
864
865<type number="82" name="Lamp">
866 <description><![CDATA[
867 Lamps are carryable light sources for players with a fuel tank.]]>
868 </description>
869 <attribute arch="speed" editor="burn speed" type="float">
870 This field is the speed of the lamp. (If the value 0.00208 is given
871 here the fuel field will specify the burning duration in minutes.)
872 </attribute>
873 <attribute arch="food" editor="fuel" type="int">
874 This field sets the burning duration of the lamp, which depends on the speed
875 field of this object.
876 </attribute>
877 <attribute arch="range" editor="enabled glow radius" type="int">
878 This field sets the glow radius of the lamp if it is enabled.
879 If you want to make a lamp that is already burning set the
880 "glow radius" field.
881 </attribute>
882</type>
883
884<!--####################################################################-->
847<type number="18" name="Altar"> 885<type number="18" name="Altar">
848 <ignore> 886 <ignore>
849 <ignore_list name="non_pickable" /> 887 <ignore_list name="non_pickable" />
850 </ignore> 888 </ignore>
851 <description><![CDATA[ 889 <description><![CDATA[
871 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 909 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.) 910 200 silver, 20 gold, or 4 platinum will all work.)
873 911
874 Note that the maximum possible for &lt;drop amount&gt; is 32767. 912 Note that the maximum possible for &lt;drop amount&gt; is 32767.
875 </attribute> 913 </attribute>
876 <attribute arch="connected" editor="connection" type="int"> 914 <attribute arch="connected" editor="connection" type="string">
877 If a connection value is set, the altar will trigger all objects 915 If a connection value is set, the altar will trigger all objects
878 with the same value, when activated. This will only work once. 916 with the same value, when activated. This will only work once.
879 </attribute> 917 </attribute>
880 <attribute arch="sp" editor="spell" type="spell"> 918 <attribute arch="sp" editor="spell" type="spell">
881 When activated, the selected &lt;spell&gt; will be casted (once, on the 919 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 964 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.) 965 200 silver, 20 gold, or 4 platinum will all work.)
928 966
929 Note that the maximum possible for &lt;drop amount&gt; is 32767. 967 Note that the maximum possible for &lt;drop amount&gt; is 32767.
930 </attribute> 968 </attribute>
931 <attribute arch="connected" editor="connection" type="int"> 969 <attribute arch="connected" editor="connection" type="string">
932 If a connection value is set, the altar will trigger all objects 970 If a connection value is set, the altar will trigger all objects
933 with the same value, when activated. This will only work once. 971 with the same value, when activated. This will only work once.
934 </attribute> 972 </attribute>
935 <attribute arch="sp" editor="spell" type="spell"> 973 <attribute arch="sp" editor="spell" type="spell">
936 When activated, this &lt;spell&gt; will be casted (once, on the player). 974 When activated, this &lt;spell&gt; will be casted (once, on the player).
1217 </attribute> 1255 </attribute>
1218 <attribute arch="slaying" editor="key string" type="string"> 1256 <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. 1257 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) 1258 (This is used eg. for the gate/port passes in scorn)
1221 </attribute> 1259 </attribute>
1260 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1261 If this flag is true the player won't be able to identify this
1262 item with by using a skill.
1263 </attribute>
1222</type> 1264</type>
1223 1265
1224<!--####################################################################--> 1266<!--####################################################################-->
1225<type number="99" name="Boots"> 1267<type number="99" name="Boots">
1226 <import_type name="Amulet" /> 1268 <import_type name="Amulet" />
1312 <attribute arch="no_pick" value="1" type="fixed" /> 1354 <attribute arch="no_pick" value="1" type="fixed" />
1313 <attribute arch="weight" editor="press weight" type="int"> 1355 <attribute arch="weight" editor="press weight" type="int">
1314 The button is pressed (triggered), as soon as 1356 The button is pressed (triggered), as soon as
1315 &lt;press weigh&gt; gram are placed ontop of it. 1357 &lt;press weigh&gt; gram are placed ontop of it.
1316 </attribute> 1358 </attribute>
1317 <attribute arch="connected" editor="connection" type="int"> 1359 <attribute arch="connected" editor="connection" type="string">
1318 Every time the button is pressed or released, all objects 1360 Every time the button is pressed or released, all objects
1319 with the same &lt;connection&gt; value are activated. 1361 with the same &lt;connection&gt; value are activated.
1320 </attribute> 1362 </attribute>
1321 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1363 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1322 This text may describe the item. You can use this 1364 This text may describe the item. You can use this
1531 of &lt;receive arch&gt;. 1573 of &lt;receive arch&gt;.
1532 </attribute> 1574 </attribute>
1533 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1575 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1534 This text may contain a description of the converter. 1576 This text may contain a description of the converter.
1535 </attribute> 1577 </attribute>
1578 <attribute arch="precious" editor="output unpaid" type="bool">
1579 If the converter has this flag set the generated items will
1580 be flagged as unpaid. Useful if you want to make a converter in a shop.
1581 (For instance for 'dragon scale' to 'dragon shield' converters in some
1582 armour shops.)
1583 </attribute>
1536</type> 1584</type>
1537 1585
1538<!--####################################################################--> 1586<!--####################################################################-->
1539<type number="42" name="Creator"> 1587<type number="42" name="Creator">
1540 <ignore> 1588 <ignore>
1556 You can choose any of the existing arches. 1604 You can choose any of the existing arches.
1557 This field is ignored if the creator has items in inventory. In this case 1605 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 1606 one of the inventory items is duplicated. The duplicated item is randomly
1559 chosen from all items present. 1607 chosen from all items present.
1560 </attribute> 1608 </attribute>
1561 <attribute arch="connected" editor="connection" type="int"> 1609 <attribute arch="connected" editor="connection" type="string">
1562 Whenever the connection value is activated, 1610 Whenever the connection value is activated,
1563 the creator gets triggered. 1611 the creator gets triggered.
1564 </attribute> 1612 </attribute>
1565 &activate_on; 1613 &activate_on;
1566 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1614 <attribute arch="lifesave" editor="infinit uses" type="bool">
1612 <attribute arch="slaying" editor="match name" type="string"> 1660 <attribute arch="slaying" editor="match name" type="string">
1613 &lt;match name&gt; specifies the name of the object we are looking for. 1661 &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, 1662 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. 1663 but for this case inventory checkers are often more powerful to use.
1616 </attribute> 1664 </attribute>
1617 <attribute arch="connected" editor="connection" type="int"> 1665 <attribute arch="connected" editor="connection" type="string">
1618 When the detector is triggered, all objects with the same 1666 When the detector is triggered, all objects with the same
1619 connection value get activated. 1667 connection value get activated.
1620 </attribute> 1668 </attribute>
1621 <attribute arch="speed" editor="detection speed" type="float"> 1669 <attribute arch="speed" editor="detection speed" type="float">
1622 This value defines the time between two detector-checks. 1670 This value defines the time between two detector-checks.
1626 &speed_left; 1674 &speed_left;
1627 <attribute arch="speed_left" editor="speed left" type="float"> 1675 <attribute arch="speed_left" editor="speed left" type="float">
1628 The speed left. This value is incremented by &lt;speed&gt; on every tick. 1676 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 1677 If it is larger than 0, the detector checks, and the speed is decremented
1630 by 1. 1678 by 1.
1679 </attribute>
1680</type>
1681
1682<!--####################################################################-->
1683<type number="164" name="Map Script">
1684 <ignore>
1685 <ignore_list name="system_object" />
1686 </ignore>
1687 <description><![CDATA[
1688 The map script object is a very special object that can react to connected
1689 events and executes a perl script.
1690 ]]>
1691 </description>
1692 <use><![CDATA[
1693 The perl script gets passed an $activator object and can use the set/get/find/timer functions
1694 to react to/trigger other objects.
1695 ]]>
1696 </use>
1697 <attribute arch="connected" editor="connection" type="string">
1698 When the map script object is triggered, it will execute
1699 the perl script with the triggering object as $activator.
1700 </attribute>
1701 &activate_on;
1702 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1703 This perl script will be executed each time the objetc is triggered.
1631 </attribute> 1704 </attribute>
1632</type> 1705</type>
1633 1706
1634<!--####################################################################--> 1707<!--####################################################################-->
1635<type number="112" name="Director"> 1708<type number="112" name="Director">
1890 <attribute arch="level" editor="multiply factor" type="int"> 1963 <attribute arch="level" editor="multiply factor" type="int">
1891 The number of items in the target pile will be multiplied by the 1964 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 1965 &lt;multiply factor&gt;. If it is set to zero, all target objects
1893 will be destroyed. 1966 will be destroyed.
1894 </attribute> 1967 </attribute>
1895 <attribute arch="connected" editor="connection" type="int"> 1968 <attribute arch="connected" editor="connection" type="string">
1896 An activator (lever, altar, button, etc) with matching connection value 1969 An activator (lever, altar, button, etc) with matching connection value
1897 is able to trigger this duplicator. Be very careful that players cannot 1970 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! 1971 abuse it to create endless amounts of money or other valuable stuff!
1899 </attribute> 1972 </attribute>
1900 &activate_on; 1973 &activate_on;
2127 </use> 2200 </use>
2128 <attribute arch="no_pick" value="1" type="fixed" /> 2201 <attribute arch="no_pick" value="1" type="fixed" />
2129 <attribute arch="speed" value="1" type="float"> 2202 <attribute arch="speed" value="1" type="float">
2130 The speed of the gate affects how fast it is closing/opening. 2203 The speed of the gate affects how fast it is closing/opening.
2131 </attribute> 2204 </attribute>
2132 <attribute arch="connected" editor="connection" type="int"> 2205 <attribute arch="connected" editor="connection" type="string">
2133 Whenever the inventory checker is triggered, all objects with identical 2206 Whenever the inventory checker is triggered, all objects with identical
2134 &lt;connection&gt; value get activated. This only makes sense together with 2207 &lt;connection&gt; value get activated. This only makes sense together with
2135 &lt;blocking passage&gt; disabled. 2208 &lt;blocking passage&gt; disabled.
2136 </attribute> 2209 </attribute>
2137 <attribute arch="wc" editor="position state" type="int"> 2210 <attribute arch="wc" editor="position state" type="int">
2206 don't forget that some monsters are able to apply it. 2279 don't forget that some monsters are able to apply it.
2207 The ability to apply levers is rare among monsters - 2280 The ability to apply levers is rare among monsters -
2208 but vampires can do it for example.]]> 2281 but vampires can do it for example.]]>
2209 </use> 2282 </use>
2210 <attribute arch="no_pick" value="1" type="fixed" /> 2283 <attribute arch="no_pick" value="1" type="fixed" />
2211 <attribute arch="connected" editor="connection" type="int"> 2284 <attribute arch="connected" editor="connection" type="string">
2212 Every time the handle is applied, all objects 2285 Every time the handle is applied, all objects
2213 with the same &lt;connection&gt; value are activated. 2286 with the same &lt;connection&gt; value are activated.
2214 </attribute> 2287 </attribute>
2215 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2288 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2216 This text may describe the item. You can use this 2289 This text may describe the item. You can use this
2469 </attribute> 2542 </attribute>
2470 <attribute arch="last_sp" editor="match = having" type="bool"> 2543 <attribute arch="last_sp" editor="match = having" type="bool">
2471 Enabled means having that object is a match. 2544 Enabled means having that object is a match.
2472 Disabled means not having that object is a match. 2545 Disabled means not having that object is a match.
2473 </attribute> 2546 </attribute>
2474 <attribute arch="connected" editor="connection" type="int"> 2547 <attribute arch="connected" editor="connection" type="string">
2475 Whenever the inventory checker is triggered, all objects with identical 2548 Whenever the inventory checker is triggered, all objects with identical
2476 &lt;connection&gt; value get activated. This only makes sense together with 2549 &lt;connection&gt; value get activated. This only makes sense together with
2477 &lt;blocking passage&gt; disabled. 2550 &lt;blocking passage&gt; disabled.
2478 </attribute> 2551 </attribute>
2479 &movement_types_terrain; 2552 &movement_types_terrain;
2620 according to his conversation with a player. Mostly this means 2693 according to his conversation with a player. Mostly this means
2621 opening a gate or handing out some item, but you could be quite 2694 opening a gate or handing out some item, but you could be quite
2622 creative here.]]> 2695 creative here.]]>
2623 </use> 2696 </use>
2624 <attribute arch="no_pick" value="1" type="fixed" /> 2697 <attribute arch="no_pick" value="1" type="fixed" />
2625 <attribute arch="connected" editor="connection" type="int"> 2698 <attribute arch="connected" editor="connection" type="string">
2626 The Magic_ear will trigger all objects with the 2699 The Magic_ear will trigger all objects with the
2627 same connection value, every time it is activated. 2700 same connection value, every time it is activated.
2628 </attribute> 2701 </attribute>
2629 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> 2702 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2630 This textfield contains the keyword-matching-syntax. The text should 2703 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" 2754 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 2755 walls cast spells at minimal strength. "level 100" walls cast deadly
2683 spells. Arch default is level 1 - you should always set this value 2756 spells. Arch default is level 1 - you should always set this value
2684 to meet the overall difficulty of your map. 2757 to meet the overall difficulty of your map.
2685 </attribute> 2758 </attribute>
2686 <attribute arch="connected" editor="connection" type="int"> 2759 <attribute arch="connected" editor="connection" type="string">
2687 Every time the &lt;connection&gt; value is triggered, the wall will cast 2760 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 2761 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2689 have much visible effect. 2762 have much visible effect.
2690 </attribute> 2763 </attribute>
2691 &activate_on; 2764 &activate_on;
2754 <attribute arch="slaying" editor="key string" type="string"> 2827 <attribute arch="slaying" editor="key string" type="string">
2755 The &lt;key string&gt; can be detected by inv. checkers/detectors. 2828 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;, 2829 If the player already has a force with that &lt;key string&gt;,
2757 there won't be inserted a second one. 2830 there won't be inserted a second one.
2758 </attribute> 2831 </attribute>
2759 <attribute arch="connected" editor="connection" type="int"> 2832 <attribute arch="connected" editor="connection" type="string">
2760 When the detector is triggered, all objects with the same 2833 When the detector is triggered, all objects with the same
2761 connection value get activated. 2834 connection value get activated.
2762 </attribute> 2835 </attribute>
2763 <attribute arch="speed" editor="marking speed" type="float"> 2836 <attribute arch="speed" editor="marking speed" type="float">
2764 The &lt;marking speed&gt; defines how quickly it will mark something 2837 The &lt;marking speed&gt; defines how quickly it will mark something
3235 &lt;mood&gt; 'charm': Turns monster into a pet of person 3308 &lt;mood&gt; 'charm': Turns monster into a pet of person
3236 who triggers the square. This setting is not 3309 who triggers the square. This setting is not
3237 enabled for continous operation, you need to 3310 enabled for continous operation, you need to
3238 insert a &lt;connection&gt; value! 3311 insert a &lt;connection&gt; value!
3239 </attribute> 3312 </attribute>
3240 <attribute arch="connected" editor="connection" type="int"> 3313 <attribute arch="connected" editor="connection" type="string">
3241 This should only be set in combination with &lt;mood number&gt; 4. 3314 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 3315 Normally, monsters are affected by the mood floor as soon as they
3243 step on it. But charming (monster -&gt; pet) is too powerful, 3316 step on it. But charming (monster -&gt; pet) is too powerful,
3244 so it needs to be activated. 3317 so it needs to be activated.
3245 3318
3369 3442
3370 If it is set to "player", any player stepping on the pedestal 3443 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 3444 is a match. Very useful if you want to open a gate for players
3372 but not for monsters. 3445 but not for monsters.
3373 </attribute> 3446 </attribute>
3374 <attribute arch="connected" editor="connection" type="int"> 3447 <attribute arch="connected" editor="connection" type="string">
3375 When the pedestal is triggered, all objects with the same 3448 When the pedestal is triggered, all objects with the same
3376 connection value get activated. 3449 connection value get activated.
3377 </attribute> 3450 </attribute>
3378 &move_on; 3451 &move_on;
3379</type> 3452</type>
3400 </use> 3473 </use>
3401 <attribute arch="no_pick" value="1" type="fixed" /> 3474 <attribute arch="no_pick" value="1" type="fixed" />
3402 <attribute arch="range" editor="spread radius" type="int"> 3475 <attribute arch="range" editor="spread radius" type="int">
3403 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1). 3476 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3404 </attribute> 3477 </attribute>
3405 <attribute arch="connected" editor="connection" type="int"> 3478 <attribute arch="connected" editor="connection" type="string">
3406 When a &lt;connection&gt; value is set, the pit can be opened/closed 3479 When a &lt;connection&gt; value is set, the pit can be opened/closed
3407 by activating the connection. 3480 by activating the connection.
3408 </attribute> 3481 </attribute>
3409 &activate_on; 3482 &activate_on;
3410 <attribute arch="hp" editor="destination X" type="int"> 3483 <attribute arch="hp" editor="destination X" type="int">
4036 Use signs and magic_mouths, plenty of them! Place magic_mouths to add 4109 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 4110 some true roleplay feeling to your maps, support your storyline or give
4038 hints about hidden secrets/dangers. Place signs to provide the player 4111 hints about hidden secrets/dangers. Place signs to provide the player
4039 with all kinds of useful information for getting along in your maps.]]> 4112 with all kinds of useful information for getting along in your maps.]]>
4040 </use> 4113 </use>
4041 <attribute arch="connected" editor="connection" type="int"> 4114 <attribute arch="connected" editor="connection" type="string">
4042 When a connection value is set, the message will be printed whenever 4115 When a connection value is set, the message will be printed whenever
4043 the connection is triggered. This should be used in combination with 4116 the connection is triggered. This should be used in combination with
4044 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4117 &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 4118 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. 4119 printed to one player, but all players on the current map.
4434 be transferred to the "default enter location" of the destined map. 4507 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, 4508 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 4509 please DO NOT use that. It turned out to be a source for numerous
4437 map-bugs. 4510 map-bugs.
4438 </attribute> 4511 </attribute>
4439 <attribute arch="connected" editor="connection" type="int"> 4512 <attribute arch="connected" editor="connection" type="string">
4440 If a connection value is set, the teleporter will be activated 4513 If a connection value is set, the teleporter will be activated
4441 whenever the connection is triggered. To use this properly, 4514 whenever the connection is triggered. To use this properly,
4442 &lt;activation speed&gt; must be zero. 4515 &lt;activation speed&gt; must be zero.
4443 </attribute> 4516 </attribute>
4444 &activate_on; 4517 &activate_on;
4473 Use gates to divide your maps into separated areas. After solving 4546 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 4547 area A, the player gains access to area B, and so on. Make your
4475 maps more complex than "one-way".]]> 4548 maps more complex than "one-way".]]>
4476 </use> 4549 </use>
4477 <attribute arch="no_pick" value="1" type="fixed" /> 4550 <attribute arch="no_pick" value="1" type="fixed" />
4478 <attribute arch="connected" editor="connection" type="int"> 4551 <attribute arch="connected" editor="connection" type="string">
4479 Whenever the inventory checker is triggered, all objects with identical 4552 Whenever the inventory checker is triggered, all objects with identical
4480 &lt;connection&gt; value get activated. This only makes sense together with 4553 &lt;connection&gt; value get activated. This only makes sense together with
4481 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4554 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4482 after some time. 4555 after some time.
4483 </attribute> 4556 </attribute>
4550 </attribute> 4623 </attribute>
4551 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4624 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4552 This attribute defines what attacktype to use for direct damage when 4625 This attribute defines what attacktype to use for direct damage when
4553 the trap detonates. 4626 the trap detonates.
4554 </attribute> 4627 </attribute>
4555 <attribute arch="connected" editor="connection" type="int"> 4628 <attribute arch="connected" editor="connection" type="string">
4556 When the trap is detonated, all objects with the same 4629 When the trap is detonated, all objects with the same
4557 connection value get activated. 4630 connection value get activated.
4558 </attribute> 4631 </attribute>
4559 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> 4632 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4560 When the trap detonates, this text is displayed to the 4633 When the trap detonates, this text is displayed to the
4683 <attribute arch="slaying" editor="key string" type="string"> 4756 <attribute arch="slaying" editor="key string" type="string">
4684 The &lt;key string&gt; can be detected by inv. checkers/detectors. 4757 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;, 4758 If the player already has a force with that &lt;key string&gt;,
4686 there won't be inserted a second one. 4759 there won't be inserted a second one.
4687 </attribute> 4760 </attribute>
4688 <attribute arch="connected" editor="connection" type="int"> 4761 <attribute arch="connected" editor="connection" type="string">
4689 Unlike a regular marker this is the connection that triggers this marker to activate. 4762 Unlike a regular marker this is the connection that triggers this marker to activate.
4690 </attribute> 4763 </attribute>
4691 <attribute arch="food" editor="mark duration" type="int"> 4764 <attribute arch="food" editor="mark duration" type="int">
4692 This value defines the duration of the force it inserts. 4765 This value defines the duration of the force it inserts.
4693 If nonzero, the duration of the player's mark is finite: 4766 If nonzero, the duration of the player's mark is finite:

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