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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 1.48 by root, Tue Oct 6 17:49:32 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.
692 Putting an invisible object under the floor always prevents it from being 692 Putting an invisible object under the floor always prevents it from being
693 shown. 693 shown.
694 </attribute> 694 </attribute>
695 <attribute arch="blocksview" editor="block view" type="bool"> 695 <attribute arch="blocksview" editor="block view" type="bool">
696 If an item is set to block view, players (and monsters) cannot 696 If an item is set to block view, players (and monsters) cannot
697 see byond it unless they cross it or manage to stand ontop. 697 see beyond it unless they cross it or manage to stand ontop.
698 </attribute> 698 </attribute>
699 <attribute arch="identified" editor="identified" type="bool"> 699 <attribute arch="identified" editor="identified" type="bool">
700 If an item is identified, the player has full knowledge about it. 700 If an item is identified, the player has full knowledge about it.
701 </attribute> 701 </attribute>
702 <attribute arch="unpaid" editor="unpaid" type="bool"> 702 <attribute arch="unpaid" editor="unpaid" type="bool">
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 <attribute arch="level" editor="level" type="int">
864 If this field specyfies the cursed effect's level. If it is
865 0 no cursed effect will be generate. See also the "cursed" flag.
866 </attribute>
867 <attribute arch="cursed" editor="cursed" type="bool">
868 Cursed torches, which have a level above 0, explode if the
869 player applies them.
870 </attribute>
871</type>
872
873<type number="82" name="Lamp">
874 <description><![CDATA[
875 Lamps are carryable light sources for players with a fuel tank.]]>
876 </description>
877 <attribute arch="speed" editor="burn speed" type="float">
878 This field is the speed of the lamp. (If the value 0.00208 is given
879 here the fuel field will specify the burning duration in minutes.)
880 </attribute>
881 <attribute arch="food" editor="fuel" type="int">
882 This field sets the burning duration of the lamp, which depends on the speed
883 field of this object.
884 </attribute>
885 <attribute arch="range" editor="enabled glow radius" type="int">
886 This field sets the glow radius of the lamp if it is enabled.
887 If you want to make a lamp that is already burning set the
888 "glow radius" field.
889 </attribute>
890 <attribute arch="level" editor="level" type="int">
891 If this field specyfies the cursed effect's level. If it is
892 0 no cursed effect will be generate. See also the "cursed" flag.
893 </attribute>
894 <attribute arch="cursed" editor="cursed" type="bool">
895 Cursed lamps, which have a level above 0, explode if the
896 player applies them.
897 </attribute>
898</type>
899
900<!--####################################################################-->
847<type number="18" name="Altar"> 901<type number="18" name="Altar">
848 <ignore> 902 <ignore>
849 <ignore_list name="non_pickable" /> 903 <ignore_list name="non_pickable" />
850 </ignore> 904 </ignore>
851 <description><![CDATA[ 905 <description><![CDATA[
871 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 925 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.) 926 200 silver, 20 gold, or 4 platinum will all work.)
873 927
874 Note that the maximum possible for &lt;drop amount&gt; is 32767. 928 Note that the maximum possible for &lt;drop amount&gt; is 32767.
875 </attribute> 929 </attribute>
876 <attribute arch="connected" editor="connection" type="int"> 930 <attribute arch="connected" editor="connection" type="string">
877 If a connection value is set, the altar will trigger all objects 931 If a connection value is set, the altar will trigger all objects
878 with the same value, when activated. This will only work once. 932 with the same value, when activated. This will only work once.
879 </attribute> 933 </attribute>
880 <attribute arch="sp" editor="spell" type="spell"> 934 <attribute arch="sp" editor="spell" type="spell">
881 When activated, the selected &lt;spell&gt; will be casted (once, on the 935 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 980 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.) 981 200 silver, 20 gold, or 4 platinum will all work.)
928 982
929 Note that the maximum possible for &lt;drop amount&gt; is 32767. 983 Note that the maximum possible for &lt;drop amount&gt; is 32767.
930 </attribute> 984 </attribute>
931 <attribute arch="connected" editor="connection" type="int"> 985 <attribute arch="connected" editor="connection" type="string">
932 If a connection value is set, the altar will trigger all objects 986 If a connection value is set, the altar will trigger all objects
933 with the same value, when activated. This will only work once. 987 with the same value, when activated. This will only work once.
934 </attribute> 988 </attribute>
935 <attribute arch="sp" editor="spell" type="spell"> 989 <attribute arch="sp" editor="spell" type="spell">
936 When activated, this &lt;spell&gt; will be casted (once, on the player). 990 When activated, this &lt;spell&gt; will be casted (once, on the player).
1217 </attribute> 1271 </attribute>
1218 <attribute arch="slaying" editor="key string" type="string"> 1272 <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. 1273 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) 1274 (This is used eg. for the gate/port passes in scorn)
1221 </attribute> 1275 </attribute>
1276 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1277 If this flag is true the player won't be able to identify this
1278 item with by using a skill.
1279 </attribute>
1222</type> 1280</type>
1223 1281
1224<!--####################################################################--> 1282<!--####################################################################-->
1225<type number="99" name="Boots"> 1283<type number="99" name="Boots">
1226 <import_type name="Amulet" /> 1284 <import_type name="Amulet" />
1312 <attribute arch="no_pick" value="1" type="fixed" /> 1370 <attribute arch="no_pick" value="1" type="fixed" />
1313 <attribute arch="weight" editor="press weight" type="int"> 1371 <attribute arch="weight" editor="press weight" type="int">
1314 The button is pressed (triggered), as soon as 1372 The button is pressed (triggered), as soon as
1315 &lt;press weigh&gt; gram are placed ontop of it. 1373 &lt;press weigh&gt; gram are placed ontop of it.
1316 </attribute> 1374 </attribute>
1317 <attribute arch="connected" editor="connection" type="int"> 1375 <attribute arch="connected" editor="connection" type="string">
1318 Every time the button is pressed or released, all objects 1376 Every time the button is pressed or released, all objects
1319 with the same &lt;connection&gt; value are activated. 1377 with the same &lt;connection&gt; value are activated.
1320 </attribute> 1378 </attribute>
1321 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1379 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1322 This text may describe the item. You can use this 1380 This text may describe the item. You can use this
1531 of &lt;receive arch&gt;. 1589 of &lt;receive arch&gt;.
1532 </attribute> 1590 </attribute>
1533 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1591 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1534 This text may contain a description of the converter. 1592 This text may contain a description of the converter.
1535 </attribute> 1593 </attribute>
1594 <attribute arch="precious" editor="output unpaid" type="bool">
1595 If the converter has this flag set the generated items will
1596 be flagged as unpaid. Useful if you want to make a converter in a shop.
1597 (For instance for 'dragon scale' to 'dragon shield' converters in some
1598 armour shops.)
1599 </attribute>
1536</type> 1600</type>
1537 1601
1538<!--####################################################################--> 1602<!--####################################################################-->
1539<type number="42" name="Creator"> 1603<type number="42" name="Creator">
1540 <ignore> 1604 <ignore>
1556 You can choose any of the existing arches. 1620 You can choose any of the existing arches.
1557 This field is ignored if the creator has items in inventory. In this case 1621 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 1622 one of the inventory items is duplicated. The duplicated item is randomly
1559 chosen from all items present. 1623 chosen from all items present.
1560 </attribute> 1624 </attribute>
1561 <attribute arch="connected" editor="connection" type="int"> 1625 <attribute arch="connected" editor="connection" type="string">
1562 Whenever the connection value is activated, 1626 Whenever the connection value is activated,
1563 the creator gets triggered. 1627 the creator gets triggered.
1564 </attribute> 1628 </attribute>
1565 &activate_on; 1629 &activate_on;
1566 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1630 <attribute arch="lifesave" editor="infinit uses" type="bool">
1612 <attribute arch="slaying" editor="match name" type="string"> 1676 <attribute arch="slaying" editor="match name" type="string">
1613 &lt;match name&gt; specifies the name of the object we are looking for. 1677 &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, 1678 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. 1679 but for this case inventory checkers are often more powerful to use.
1616 </attribute> 1680 </attribute>
1617 <attribute arch="connected" editor="connection" type="int"> 1681 <attribute arch="connected" editor="connection" type="string">
1618 When the detector is triggered, all objects with the same 1682 When the detector is triggered, all objects with the same
1619 connection value get activated. 1683 connection value get activated.
1620 </attribute> 1684 </attribute>
1621 <attribute arch="speed" editor="detection speed" type="float"> 1685 <attribute arch="speed" editor="detection speed" type="float">
1622 This value defines the time between two detector-checks. 1686 This value defines the time between two detector-checks.
1626 &speed_left; 1690 &speed_left;
1627 <attribute arch="speed_left" editor="speed left" type="float"> 1691 <attribute arch="speed_left" editor="speed left" type="float">
1628 The speed left. This value is incremented by &lt;speed&gt; on every tick. 1692 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 1693 If it is larger than 0, the detector checks, and the speed is decremented
1630 by 1. 1694 by 1.
1695 </attribute>
1696</type>
1697
1698<!--####################################################################-->
1699<type number="164" name="Map Script">
1700 <ignore>
1701 <ignore_list name="system_object" />
1702 </ignore>
1703 <description><![CDATA[
1704 The map script object is a very special object that can react to connected
1705 events and executes a perl script.
1706 ]]>
1707 </description>
1708 <use><![CDATA[
1709 The perl script gets passed an $activator object and can use the set/get/find/timer functions
1710 to react to/trigger other objects.
1711 ]]>
1712 </use>
1713 <attribute arch="connected" editor="connection" type="string">
1714 When the map script object is triggered, it will execute
1715 the perl script with the triggering object as $activator.
1716 </attribute>
1717 &activate_on;
1718 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1719 This perl script will be executed each time the objetc is triggered.
1631 </attribute> 1720 </attribute>
1632</type> 1721</type>
1633 1722
1634<!--####################################################################--> 1723<!--####################################################################-->
1635<type number="112" name="Director"> 1724<type number="112" name="Director">
1890 <attribute arch="level" editor="multiply factor" type="int"> 1979 <attribute arch="level" editor="multiply factor" type="int">
1891 The number of items in the target pile will be multiplied by the 1980 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 1981 &lt;multiply factor&gt;. If it is set to zero, all target objects
1893 will be destroyed. 1982 will be destroyed.
1894 </attribute> 1983 </attribute>
1895 <attribute arch="connected" editor="connection" type="int"> 1984 <attribute arch="connected" editor="connection" type="string">
1896 An activator (lever, altar, button, etc) with matching connection value 1985 An activator (lever, altar, button, etc) with matching connection value
1897 is able to trigger this duplicator. Be very careful that players cannot 1986 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! 1987 abuse it to create endless amounts of money or other valuable stuff!
1899 </attribute> 1988 </attribute>
1900 &activate_on; 1989 &activate_on;
2038 If enabled, it is impossible for players to use prayers 2127 If enabled, it is impossible for players to use prayers
2039 on that spot. It also prevents players from saving. 2128 on that spot. It also prevents players from saving.
2040 </attribute> 2129 </attribute>
2041 <attribute arch="unique" editor="unique map" type="bool"> 2130 <attribute arch="unique" editor="unique map" type="bool">
2042 Unique floor means that any items dropped on that spot 2131 Unique floor means that any items dropped on that spot
2043 will be saved byond map reset. For permanent apartments, 2132 will be saved beyond map reset. For permanent apartments,
2044 all floor tiles must be set &lt;unique map&gt;. 2133 all floor tiles must be set &lt;unique map&gt;.
2045 </attribute> 2134 </attribute>
2046 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2135 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2047 This text may describe the object. 2136 This text may describe the object.
2048 </attribute> 2137 </attribute>
2082 If enabled, it is impossible for players to use prayers 2171 If enabled, it is impossible for players to use prayers
2083 on that spot. It also prevents players from saving. 2172 on that spot. It also prevents players from saving.
2084 </attribute> 2173 </attribute>
2085 <attribute arch="unique" editor="unique map" type="bool"> 2174 <attribute arch="unique" editor="unique map" type="bool">
2086 Unique floor means that any items dropped on that spot 2175 Unique floor means that any items dropped on that spot
2087 will be saved byond map reset. For permanent apartments, 2176 will be saved beyond map reset. For permanent apartments,
2088 all floor tiles must be set &lt;unique map&gt;. 2177 all floor tiles must be set &lt;unique map&gt;.
2089 </attribute> 2178 </attribute>
2090 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2179 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2091 This text may describe the object. 2180 This text may describe the object.
2092 </attribute> 2181 </attribute>
2127 </use> 2216 </use>
2128 <attribute arch="no_pick" value="1" type="fixed" /> 2217 <attribute arch="no_pick" value="1" type="fixed" />
2129 <attribute arch="speed" value="1" type="float"> 2218 <attribute arch="speed" value="1" type="float">
2130 The speed of the gate affects how fast it is closing/opening. 2219 The speed of the gate affects how fast it is closing/opening.
2131 </attribute> 2220 </attribute>
2132 <attribute arch="connected" editor="connection" type="int"> 2221 <attribute arch="connected" editor="connection" type="string">
2133 Whenever the inventory checker is triggered, all objects with identical 2222 Whenever the inventory checker is triggered, all objects with identical
2134 &lt;connection&gt; value get activated. This only makes sense together with 2223 &lt;connection&gt; value get activated. This only makes sense together with
2135 &lt;blocking passage&gt; disabled. 2224 &lt;blocking passage&gt; disabled.
2136 </attribute> 2225 </attribute>
2137 <attribute arch="wc" editor="position state" type="int"> 2226 <attribute arch="wc" editor="position state" type="int">
2206 don't forget that some monsters are able to apply it. 2295 don't forget that some monsters are able to apply it.
2207 The ability to apply levers is rare among monsters - 2296 The ability to apply levers is rare among monsters -
2208 but vampires can do it for example.]]> 2297 but vampires can do it for example.]]>
2209 </use> 2298 </use>
2210 <attribute arch="no_pick" value="1" type="fixed" /> 2299 <attribute arch="no_pick" value="1" type="fixed" />
2211 <attribute arch="connected" editor="connection" type="int"> 2300 <attribute arch="connected" editor="connection" type="string">
2212 Every time the handle is applied, all objects 2301 Every time the handle is applied, all objects
2213 with the same &lt;connection&gt; value are activated. 2302 with the same &lt;connection&gt; value are activated.
2214 </attribute> 2303 </attribute>
2215 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2304 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2216 This text may describe the item. You can use this 2305 This text may describe the item. You can use this
2301 If enabled, it is impossible for players to use prayers 2390 If enabled, it is impossible for players to use prayers
2302 on that spot. It also prevents players from saving. 2391 on that spot. It also prevents players from saving.
2303 </attribute> 2392 </attribute>
2304 <attribute arch="unique" editor="unique map" type="bool"> 2393 <attribute arch="unique" editor="unique map" type="bool">
2305 Unique floor means that any items dropped on that spot 2394 Unique floor means that any items dropped on that spot
2306 will be saved byond map reset. For permanent apartments, 2395 will be saved beyond map reset. For permanent apartments,
2307 all floor tiles must be set &lt;unique map&gt;. 2396 all floor tiles must be set &lt;unique map&gt;.
2308 </attribute> 2397 </attribute>
2309</type> 2398</type>
2310 2399
2311<!--####################################################################--> 2400<!--####################################################################-->
2469 </attribute> 2558 </attribute>
2470 <attribute arch="last_sp" editor="match = having" type="bool"> 2559 <attribute arch="last_sp" editor="match = having" type="bool">
2471 Enabled means having that object is a match. 2560 Enabled means having that object is a match.
2472 Disabled means not having that object is a match. 2561 Disabled means not having that object is a match.
2473 </attribute> 2562 </attribute>
2474 <attribute arch="connected" editor="connection" type="int"> 2563 <attribute arch="connected" editor="connection" type="string">
2475 Whenever the inventory checker is triggered, all objects with identical 2564 Whenever the inventory checker is triggered, all objects with identical
2476 &lt;connection&gt; value get activated. This only makes sense together with 2565 &lt;connection&gt; value get activated. This only makes sense together with
2477 &lt;blocking passage&gt; disabled. 2566 &lt;blocking passage&gt; disabled.
2478 </attribute> 2567 </attribute>
2479 &movement_types_terrain; 2568 &movement_types_terrain;
2620 according to his conversation with a player. Mostly this means 2709 according to his conversation with a player. Mostly this means
2621 opening a gate or handing out some item, but you could be quite 2710 opening a gate or handing out some item, but you could be quite
2622 creative here.]]> 2711 creative here.]]>
2623 </use> 2712 </use>
2624 <attribute arch="no_pick" value="1" type="fixed" /> 2713 <attribute arch="no_pick" value="1" type="fixed" />
2625 <attribute arch="connected" editor="connection" type="int"> 2714 <attribute arch="connected" editor="connection" type="string">
2626 The Magic_ear will trigger all objects with the 2715 The Magic_ear will trigger all objects with the
2627 same connection value, every time it is activated. 2716 same connection value, every time it is activated.
2628 </attribute> 2717 </attribute>
2629 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> 2718 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2630 This textfield contains the keyword-matching-syntax. The text should 2719 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" 2770 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 2771 walls cast spells at minimal strength. "level 100" walls cast deadly
2683 spells. Arch default is level 1 - you should always set this value 2772 spells. Arch default is level 1 - you should always set this value
2684 to meet the overall difficulty of your map. 2773 to meet the overall difficulty of your map.
2685 </attribute> 2774 </attribute>
2686 <attribute arch="connected" editor="connection" type="int"> 2775 <attribute arch="connected" editor="connection" type="string">
2687 Every time the &lt;connection&gt; value is triggered, the wall will cast 2776 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 2777 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2689 have much visible effect. 2778 have much visible effect.
2690 </attribute> 2779 </attribute>
2691 &activate_on; 2780 &activate_on;
2754 <attribute arch="slaying" editor="key string" type="string"> 2843 <attribute arch="slaying" editor="key string" type="string">
2755 The &lt;key string&gt; can be detected by inv. checkers/detectors. 2844 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;, 2845 If the player already has a force with that &lt;key string&gt;,
2757 there won't be inserted a second one. 2846 there won't be inserted a second one.
2758 </attribute> 2847 </attribute>
2759 <attribute arch="connected" editor="connection" type="int"> 2848 <attribute arch="connected" editor="connection" type="string">
2760 When the detector is triggered, all objects with the same 2849 When the detector is triggered, all objects with the same
2761 connection value get activated. 2850 connection value get activated.
2762 </attribute> 2851 </attribute>
2763 <attribute arch="speed" editor="marking speed" type="float"> 2852 <attribute arch="speed" editor="marking speed" type="float">
2764 The &lt;marking speed&gt; defines how quickly it will mark something 2853 The &lt;marking speed&gt; defines how quickly it will mark something
3235 &lt;mood&gt; 'charm': Turns monster into a pet of person 3324 &lt;mood&gt; 'charm': Turns monster into a pet of person
3236 who triggers the square. This setting is not 3325 who triggers the square. This setting is not
3237 enabled for continous operation, you need to 3326 enabled for continous operation, you need to
3238 insert a &lt;connection&gt; value! 3327 insert a &lt;connection&gt; value!
3239 </attribute> 3328 </attribute>
3240 <attribute arch="connected" editor="connection" type="int"> 3329 <attribute arch="connected" editor="connection" type="string">
3241 This should only be set in combination with &lt;mood number&gt; 4. 3330 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 3331 Normally, monsters are affected by the mood floor as soon as they
3243 step on it. But charming (monster -&gt; pet) is too powerful, 3332 step on it. But charming (monster -&gt; pet) is too powerful,
3244 so it needs to be activated. 3333 so it needs to be activated.
3245 3334
3369 3458
3370 If it is set to "player", any player stepping on the pedestal 3459 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 3460 is a match. Very useful if you want to open a gate for players
3372 but not for monsters. 3461 but not for monsters.
3373 </attribute> 3462 </attribute>
3374 <attribute arch="connected" editor="connection" type="int"> 3463 <attribute arch="connected" editor="connection" type="string">
3375 When the pedestal is triggered, all objects with the same 3464 When the pedestal is triggered, all objects with the same
3376 connection value get activated. 3465 connection value get activated.
3377 </attribute> 3466 </attribute>
3378 &move_on; 3467 &move_on;
3379</type> 3468</type>
3400 </use> 3489 </use>
3401 <attribute arch="no_pick" value="1" type="fixed" /> 3490 <attribute arch="no_pick" value="1" type="fixed" />
3402 <attribute arch="range" editor="spread radius" type="int"> 3491 <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). 3492 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3404 </attribute> 3493 </attribute>
3405 <attribute arch="connected" editor="connection" type="int"> 3494 <attribute arch="connected" editor="connection" type="string">
3406 When a &lt;connection&gt; value is set, the pit can be opened/closed 3495 When a &lt;connection&gt; value is set, the pit can be opened/closed
3407 by activating the connection. 3496 by activating the connection.
3408 </attribute> 3497 </attribute>
3409 &activate_on; 3498 &activate_on;
3410 <attribute arch="hp" editor="destination X" type="int"> 3499 <attribute arch="hp" editor="destination X" type="int">
4036 Use signs and magic_mouths, plenty of them! Place magic_mouths to add 4125 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 4126 some true roleplay feeling to your maps, support your storyline or give
4038 hints about hidden secrets/dangers. Place signs to provide the player 4127 hints about hidden secrets/dangers. Place signs to provide the player
4039 with all kinds of useful information for getting along in your maps.]]> 4128 with all kinds of useful information for getting along in your maps.]]>
4040 </use> 4129 </use>
4041 <attribute arch="connected" editor="connection" type="int"> 4130 <attribute arch="connected" editor="connection" type="string">
4042 When a connection value is set, the message will be printed whenever 4131 When a connection value is set, the message will be printed whenever
4043 the connection is triggered. This should be used in combination with 4132 the connection is triggered. This should be used in combination with
4044 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4133 &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 4134 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. 4135 printed to one player, but all players on the current map.
4434 be transferred to the "default enter location" of the destined map. 4523 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, 4524 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 4525 please DO NOT use that. It turned out to be a source for numerous
4437 map-bugs. 4526 map-bugs.
4438 </attribute> 4527 </attribute>
4439 <attribute arch="connected" editor="connection" type="int"> 4528 <attribute arch="connected" editor="connection" type="string">
4440 If a connection value is set, the teleporter will be activated 4529 If a connection value is set, the teleporter will be activated
4441 whenever the connection is triggered. To use this properly, 4530 whenever the connection is triggered. To use this properly,
4442 &lt;activation speed&gt; must be zero. 4531 &lt;activation speed&gt; must be zero.
4443 </attribute> 4532 </attribute>
4444 &activate_on; 4533 &activate_on;
4473 Use gates to divide your maps into separated areas. After solving 4562 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 4563 area A, the player gains access to area B, and so on. Make your
4475 maps more complex than "one-way".]]> 4564 maps more complex than "one-way".]]>
4476 </use> 4565 </use>
4477 <attribute arch="no_pick" value="1" type="fixed" /> 4566 <attribute arch="no_pick" value="1" type="fixed" />
4478 <attribute arch="connected" editor="connection" type="int"> 4567 <attribute arch="connected" editor="connection" type="string">
4479 Whenever the inventory checker is triggered, all objects with identical 4568 Whenever the inventory checker is triggered, all objects with identical
4480 &lt;connection&gt; value get activated. This only makes sense together with 4569 &lt;connection&gt; value get activated. This only makes sense together with
4481 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4570 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4482 after some time. 4571 after some time.
4483 </attribute> 4572 </attribute>
4550 </attribute> 4639 </attribute>
4551 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4640 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4552 This attribute defines what attacktype to use for direct damage when 4641 This attribute defines what attacktype to use for direct damage when
4553 the trap detonates. 4642 the trap detonates.
4554 </attribute> 4643 </attribute>
4555 <attribute arch="connected" editor="connection" type="int"> 4644 <attribute arch="connected" editor="connection" type="string">
4556 When the trap is detonated, all objects with the same 4645 When the trap is detonated, all objects with the same
4557 connection value get activated. 4646 connection value get activated.
4558 </attribute> 4647 </attribute>
4559 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> 4648 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4560 When the trap detonates, this text is displayed to the 4649 When the trap detonates, this text is displayed to the
4683 <attribute arch="slaying" editor="key string" type="string"> 4772 <attribute arch="slaying" editor="key string" type="string">
4684 The &lt;key string&gt; can be detected by inv. checkers/detectors. 4773 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;, 4774 If the player already has a force with that &lt;key string&gt;,
4686 there won't be inserted a second one. 4775 there won't be inserted a second one.
4687 </attribute> 4776 </attribute>
4688 <attribute arch="connected" editor="connection" type="int"> 4777 <attribute arch="connected" editor="connection" type="string">
4689 Unlike a regular marker this is the connection that triggers this marker to activate. 4778 Unlike a regular marker this is the connection that triggers this marker to activate.
4690 </attribute> 4779 </attribute>
4691 <attribute arch="food" editor="mark duration" type="int"> 4780 <attribute arch="food" editor="mark duration" type="int">
4692 This value defines the duration of the force it inserts. 4781 This value defines the duration of the force it inserts.
4693 If nonzero, the duration of the player's mark is finite: 4782 If nonzero, the duration of the player's mark is finite:

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