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/cvs/deliantra/Deliantra/res/types.xml
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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 1.58 by root, Tue Nov 3 14:56:58 2009 UTC

101 length CDATA #IMPLIED 101 length CDATA #IMPLIED
102 true CDATA #IMPLIED 102 true CDATA #IMPLIED
103 false CDATA #IMPLIED> 103 false CDATA #IMPLIED>
104 104
105 <!ENTITY move_on " 105 <!ENTITY move_on "
106 <attribute arch='move_on' editor='movement type' type='movement_type'> 106 <attribute arch='move_on' editor='movement on' type='movement_type'>
107 Which movement types automatically (as opposed to manually) activate this object. 107 Which movement types automatically (as opposed to manually) activate this object.
108 </attribute> 108 </attribute>
109 "> 109 ">
110 <!ENTITY move_off " 110 <!ENTITY move_off "
111 <attribute arch='move_off' editor='movement type' type='movement_type'> 111 <attribute arch='move_off' editor='movement off' type='movement_type'>
112 Which movement types deactivate this object (e.g. button). 112 Which movement types deactivate this object (e.g. button).
113 </attribute> 113 </attribute>
114 "> 114 ">
115 <!ENTITY move_type " 115 <!ENTITY move_type "
116 <attribute arch='move_type' editor='movement type' type='movement_type'> 116 <attribute arch='move_type' editor='movement type' type='movement_type'>
117 Determines which kinds of movement this object can use (e.g. for monsters) 117 Determines which kinds of movement this object can use (e.g. for monsters)
118 or grants (e.g. for amulets). 118 or grants (e.g. for amulets).
119 </attribute> 119 </attribute>
120 "> 120 ">
121 <!ENTITY movement_types_terrain " 121 <!ENTITY move_block "
122 <attribute arch='move_block' editor='blocked movement' type='movement_type'> 122 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
123 Objects using these movement types cannot move over this space. 123 Objects using these movement types cannot move over this space.
124 </attribute> 124 </attribute>
125 ">
126 <!ENTITY movement_types_terrain "
127 &move_block;
125 <attribute arch='move_allow' editor='allowed movement' type='movement_type'> 128 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
126 Objects using these movement types are allowed to move over this space. Takes 129 Objects using these movement types are allowed to move over this space. Takes
127 precedence over 'blocked movements'. 130 precedence over 'blocked movements'.
128 </attribute> 131 </attribute>
129 <attribute arch='move_slow' editor='slowed movement' type='movement_type'> 132 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
349 &player_res_desc; 352 &player_res_desc;
350 </attribute> 353 </attribute>
351 </section> 354 </section>
352 "> 355 ">
353 356
357 <!ENTITY match_compat "
358 If the string starts with 'match ', then it is interpreted
359 as a match expression (e.g. 'match type=POTION', or 'match type=SPELL
360 in applied type=CONTAINER in inv in originator'). For details, see
361 http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm
362 ">
354]> 363]>
355 364
356<types> 365<types>
357 366
358<!--###################### bitmask definitions ######################--> 367<!--###################### bitmask definitions ######################-->
468 <entry value="0" name="furious" /> 477 <entry value="0" name="furious" />
469 <entry value="1" name="angry" /> 478 <entry value="1" name="angry" />
470 <entry value="2" name="calm" /> 479 <entry value="2" name="calm" />
471 <entry value="3" name="sleep" /> 480 <entry value="3" name="sleep" />
472 <entry value="4" name="charm" /> 481 <entry value="4" name="charm" />
482 <entry value="5" name="destroy monster" />
483 <entry value="6" name="destroy pet" />
473</list> 484</list>
474 485
475<list name="potion_effect"> 486<list name="potion_effect">
476 <entry value="0" name="&lt;none&gt;" /> 487 <entry value="0" name="&lt;none&gt;" />
477 <entry value="65536" name="life restoration" /> 488 <entry value="65536" name="life restoration" />
674 usually inevitable. 685 usually inevitable.
675 </attribute> 686 </attribute>
676 <attribute arch="glow_radius" editor="glow radius" type="int"> 687 <attribute arch="glow_radius" editor="glow radius" type="int">
677 If &lt;glow radius&gt; is set to a value greater zero, the object 688 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 689 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. 690 between 0 and 9, the higher, the more light does the object emit.
680 </attribute> 691 </attribute>
681 <attribute arch="material" editor="material" type="bitmask_material"> 692 <attribute arch="material" editor="material" type="bitmask_material">
682 This bitmask-value informs the player of which material(s) the 693 This bitmask-value informs the player of which material(s) the
683 object consists. Material does also affect how likely the object 694 object consists. Material does also affect how likely the object
684 can be destroyed by hazardous spell-effects. 695 can be destroyed by hazardous spell-effects.
692 Putting an invisible object under the floor always prevents it from being 703 Putting an invisible object under the floor always prevents it from being
693 shown. 704 shown.
694 </attribute> 705 </attribute>
695 <attribute arch="blocksview" editor="block view" type="bool"> 706 <attribute arch="blocksview" editor="block view" type="bool">
696 If an item is set to block view, players (and monsters) cannot 707 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. 708 see beyond it unless they cross it or manage to stand ontop.
698 </attribute> 709 </attribute>
699 <attribute arch="identified" editor="identified" type="bool"> 710 <attribute arch="identified" editor="identified" type="bool">
700 If an item is identified, the player has full knowledge about it. 711 If an item is identified, the player has full knowledge about it.
701 </attribute> 712 </attribute>
702 <attribute arch="unpaid" editor="unpaid" type="bool"> 713 <attribute arch="unpaid" editor="unpaid" type="bool">
778 This text may describe the object. 789 This text may describe the object.
779 </attribute> 790 </attribute>
780</type> 791</type>
781 792
782<!--####################################################################--> 793<!--####################################################################-->
794<!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
783<type number="110" name="Ability"> 795<type number="999" name="Ability">
784 <ignore> 796 <ignore>
785 <ignore_list name="system_object" /> 797 <ignore_list name="system_object" />
786 </ignore> 798 </ignore>
787 <description><![CDATA[ 799 <description><![CDATA[
788 Abilities are to be put in a monster's inventory. They grant monsters the 800 Abilities are to be put in a monster's inventory. They grant monsters the
842 Note that non-magical abilities are more dangerous because 854 Note that non-magical abilities are more dangerous because
843 magic resistance does not protect from those.</attribute> 855 magic resistance does not protect from those.</attribute>
844</type> 856</type>
845 857
846<!--####################################################################--> 858<!--####################################################################-->
859
860<type number="81" name="Torch">
861 <description><![CDATA[
862 Torches are a special kind of Lamp that offer the option of lighting them
863 up without using a lighter (These torches are usually
864 called 'pyrophor torches'. See also the 'reignitable' setting).
865 The other kind of torches, that are reignitable, can be put out and
866 put on again using a lighter.]]>
867 </description>
868 <attribute arch="is_lightable" editor="reignitable" type="bool">
869 This flag controls whether the torch can be lit up again using
870 a lighter or whether it can only be used once, in which case
871 they can be enabled by simply applying them without any special tools.
872 </attribute>
873 <attribute arch="food" editor="burning duration" type="int">
874 This field specifies the burning duration of the torch.
875 </attribute>
876 <attribute arch="range" editor="enabled glow radius" type="int">
877 This field sets the glow radius of the torch if it is enabled.
878 If you want to make a torch that is already burning set the
879 "glow radius" field.
880 </attribute>
881 <attribute arch="level" editor="level" type="int">
882 If this field specyfies the cursed effect's level. If it is
883 0 no cursed effect will be generate. See also the "cursed" flag.
884 </attribute>
885 <attribute arch="cursed" editor="cursed" type="bool">
886 Cursed torches, which have a level above 0, explode if the
887 player applies them.
888 </attribute>
889</type>
890
891<type number="82" name="Lamp">
892 <description><![CDATA[
893 Lamps are carryable light sources for players with a fuel tank.]]>
894 </description>
895 <attribute arch="speed" editor="burn speed" type="float">
896 This field is the speed of the lamp. (If the value 0.00208 is given
897 here the fuel field will specify the burning duration in minutes.)
898 </attribute>
899 <attribute arch="food" editor="fuel" type="int">
900 This field sets the burning duration of the lamp, which depends on the speed
901 field of this object.
902 </attribute>
903 <attribute arch="range" editor="enabled glow radius" type="int">
904 This field sets the glow radius of the lamp if it is enabled.
905 If you want to make a lamp that is already burning set the
906 "glow radius" field.
907 </attribute>
908 <attribute arch="level" editor="level" type="int">
909 If this field specyfies the cursed effect's level. If it is
910 0 no cursed effect will be generate. See also the "cursed" flag.
911 </attribute>
912 <attribute arch="cursed" editor="cursed" type="bool">
913 Cursed lamps, which have a level above 0, explode if the
914 player applies them.
915 </attribute>
916</type>
917
918<!--####################################################################-->
847<type number="18" name="Altar"> 919<type number="18" name="Altar">
848 <ignore> 920 <ignore>
849 <ignore_list name="non_pickable" /> 921 <ignore_list name="non_pickable" />
850 </ignore> 922 </ignore>
851 <description><![CDATA[ 923 <description><![CDATA[
860 This string specifies the item that must be put on the altar to 932 This string specifies the item that must be put on the altar to
861 activate it. It can either be the name of an archetype, or directly 933 activate it. It can either be the name of an archetype, or directly
862 the name of an object. Yet, titles are not recognized by altars. 934 the name of an object. Yet, titles are not recognized by altars.
863 If you want the player to have to drop a specific amount of money use "money". 935 If you want the player to have to drop a specific amount of money use "money".
864 See also the "drop amount" attribute. 936 See also the "drop amount" attribute.
937 &match_compat;
865 </attribute> 938 </attribute>
866 <attribute arch="food" editor="drop amount" type="int"> 939 <attribute arch="food" editor="drop amount" type="int">
867 The drop amount specifies the amount of items (specified 940 The drop amount specifies the amount of items (specified
868 in &lt;match item name&gt;) that must be dropped to activate the altar. 941 in &lt;match item name&gt;) that must be dropped to activate the altar.
869 942
871 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 944 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.) 945 200 silver, 20 gold, or 4 platinum will all work.)
873 946
874 Note that the maximum possible for &lt;drop amount&gt; is 32767. 947 Note that the maximum possible for &lt;drop amount&gt; is 32767.
875 </attribute> 948 </attribute>
876 <attribute arch="connected" editor="connection" type="int"> 949 <attribute arch="connected" editor="connection" type="string">
877 If a connection value is set, the altar will trigger all objects 950 If a connection value is set, the altar will trigger all objects
878 with the same value, when activated. This will only work once. 951 with the same value, when activated. This will only work once.
879 </attribute> 952 </attribute>
880 <attribute arch="sp" editor="spell" type="spell"> 953 <attribute arch="sp" editor="spell" type="spell">
881 When activated, the selected &lt;spell&gt; will be casted (once, on the 954 When activated, the selected &lt;spell&gt; will be casted (once, on the
915 This string specifies the item that must be put on the altar to 988 This string specifies the item that must be put on the altar to
916 activate it. It can either be the name of an archetype, or directly 989 activate it. It can either be the name of an archetype, or directly
917 the name of an object. Yet, titles are not recognized by altars. 990 the name of an object. Yet, titles are not recognized by altars.
918 If you want the player to have to drop a specific amount of money use "money". 991 If you want the player to have to drop a specific amount of money use "money".
919 See also the "drop amount" attribute. 992 See also the "drop amount" attribute.
993 &match_compat;
920 </attribute> 994 </attribute>
921 <attribute arch="food" editor="drop amount" type="int"> 995 <attribute arch="food" editor="drop amount" type="int">
922 The drop amount specifies the amount of items (specified 996 The drop amount specifies the amount of items (specified
923 in &lt;match item name&gt;) that must be dropped to activate the altar. 997 in &lt;match item name&gt;) that must be dropped to activate the altar.
924 998
926 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 1000 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.) 1001 200 silver, 20 gold, or 4 platinum will all work.)
928 1002
929 Note that the maximum possible for &lt;drop amount&gt; is 32767. 1003 Note that the maximum possible for &lt;drop amount&gt; is 32767.
930 </attribute> 1004 </attribute>
931 <attribute arch="connected" editor="connection" type="int"> 1005 <attribute arch="connected" editor="connection" type="string">
932 If a connection value is set, the altar will trigger all objects 1006 If a connection value is set, the altar will trigger all objects
933 with the same value, when activated. This will only work once. 1007 with the same value, when activated. This will only work once.
934 </attribute> 1008 </attribute>
935 <attribute arch="sp" editor="spell" type="spell"> 1009 <attribute arch="sp" editor="spell" type="spell">
936 When activated, this &lt;spell&gt; will be casted (once, on the player). 1010 When activated, this &lt;spell&gt; will be casted (once, on the player).
1217 </attribute> 1291 </attribute>
1218 <attribute arch="slaying" editor="key string" type="string"> 1292 <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. 1293 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) 1294 (This is used eg. for the gate/port passes in scorn)
1221 </attribute> 1295 </attribute>
1296 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1297 If this flag is true the player won't be able to identify this
1298 item with by using a skill.
1299 </attribute>
1300</type>
1301
1302<!--####################################################################-->
1303<type number="110" name="Inscribable">
1304 <description><![CDATA[
1305 Inscribable Item - when inscribed, it becomes another object.]]>
1306 </description>
1307 <attribute arch="startequip" editor="godgiven item" type="bool">
1308 A godgiven item vanishes as soon as the player
1309 drops it to the ground.
1310 </attribute>
1311 <attribute arch="unique" editor="unique item" type="bool">
1312 Unique items exist only one time on a server. If the item
1313 is taken, lost or destroyed - it's gone for good.
1314 </attribute>
1315 <attribute arch="other_arch" editor="book/scroll arch" type="string">
1316 This is the item created after being inscribed - scrolls are treated
1317 like spell scrolls, all else will have it's message replaced.
1318 </attribute>
1222</type> 1319</type>
1223 1320
1224<!--####################################################################--> 1321<!--####################################################################-->
1225<type number="99" name="Boots"> 1322<type number="99" name="Boots">
1226 <import_type name="Amulet" /> 1323 <import_type name="Amulet" />
1312 <attribute arch="no_pick" value="1" type="fixed" /> 1409 <attribute arch="no_pick" value="1" type="fixed" />
1313 <attribute arch="weight" editor="press weight" type="int"> 1410 <attribute arch="weight" editor="press weight" type="int">
1314 The button is pressed (triggered), as soon as 1411 The button is pressed (triggered), as soon as
1315 &lt;press weigh&gt; gram are placed ontop of it. 1412 &lt;press weigh&gt; gram are placed ontop of it.
1316 </attribute> 1413 </attribute>
1317 <attribute arch="connected" editor="connection" type="int"> 1414 <attribute arch="connected" editor="connection" type="string">
1318 Every time the button is pressed or released, all objects 1415 Every time the button is pressed or released, all objects
1319 with the same &lt;connection&gt; value are activated. 1416 with the same &lt;connection&gt; value are activated.
1320 </attribute> 1417 </attribute>
1321 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1418 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1322 This text may describe the item. You can use this 1419 This text may describe the item. You can use this
1531 of &lt;receive arch&gt;. 1628 of &lt;receive arch&gt;.
1532 </attribute> 1629 </attribute>
1533 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1630 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1534 This text may contain a description of the converter. 1631 This text may contain a description of the converter.
1535 </attribute> 1632 </attribute>
1633 <attribute arch="precious" editor="output unpaid" type="bool">
1634 If the converter has this flag set the generated items will
1635 be flagged as unpaid. Useful if you want to make a converter in a shop.
1636 (For instance for 'dragon scale' to 'dragon shield' converters in some
1637 armour shops.)
1638 </attribute>
1536</type> 1639</type>
1537 1640
1538<!--####################################################################--> 1641<!--####################################################################-->
1539<type number="42" name="Creator"> 1642<type number="42" name="Creator">
1540 <ignore> 1643 <ignore>
1556 You can choose any of the existing arches. 1659 You can choose any of the existing arches.
1557 This field is ignored if the creator has items in inventory. In this case 1660 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 1661 one of the inventory items is duplicated. The duplicated item is randomly
1559 chosen from all items present. 1662 chosen from all items present.
1560 </attribute> 1663 </attribute>
1561 <attribute arch="connected" editor="connection" type="int"> 1664 <attribute arch="connected" editor="connection" type="string">
1562 Whenever the connection value is activated, 1665 Whenever the connection value is activated,
1563 the creator gets triggered. 1666 the creator gets triggered.
1564 </attribute> 1667 </attribute>
1565 &activate_on; 1668 &activate_on;
1566 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1669 <attribute arch="lifesave" editor="unlimited uses" type="bool">
1567 If &lt;infinit uses&gt; is set, the creator will work 1670 If &lt;unlimited uses&gt; is set, the creator will work
1568 infinitely, regardless of the value in &lt;number of uses&gt;. 1671 infinitely, regardless of the value in &lt;number of uses&gt;.
1569 </attribute> 1672 </attribute>
1570 <attribute arch="speed" editor="speed" type="float"> 1673 <attribute arch="speed" editor="speed" type="float">
1571 When this field is set the creator will periodically create stuff 1674 When this field is set the creator will periodically create stuff
1572 (and will still do so when the connection is triggered). 1675 (and will still do so when the connection is triggered).
1597 Detectors work quite much like inv. checkers/pedestals: If the detector 1700 Detectors work quite much like inv. checkers/pedestals: If the detector
1598 finds a specific object, it toggles its connected value. 1701 finds a specific object, it toggles its connected value.
1599 <br><br> 1702 <br><br>
1600 What is "unique" about them, compared to inv. checkers/ pedestals? 1703 What is "unique" about them, compared to inv. checkers/ pedestals?
1601 - First, detectors check their square for a match periodically, not 1704 - First, detectors check their square for a match periodically, not
1705 instantly, so generate much higher server load
1602 instantly. Second, detectors check directly for object names. Third, 1706 Second, detectors check directly for object names. Third,
1603 detectors do not check the inventory of players/monsters.]]> 1707 detectors do not check the inventory of players/monsters.]]>
1604 </description> 1708 </description>
1605 <use><![CDATA[ 1709 <use>
1606 There is one major speciality about detectors: You can detect spells 1710 Best avoid this type at all costs, use a pedestal instead.
1607 blown over a detector! To detect a lighting bolt for example, set
1608 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1609 walls, this can be very useful for map-mechanisms.]]>
1610 </use> 1711 </use>
1611 <attribute arch="no_pick" value="1" type="fixed" /> 1712 <attribute arch="no_pick" value="1" type="fixed" />
1612 <attribute arch="slaying" editor="match name" type="string"> 1713 <attribute arch="slaying" editor="match name" type="string">
1613 &lt;match name&gt; specifies the name of the object we are looking for. 1714 &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, 1715 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. 1716 but for this case inventory checkers are often more powerful to use.
1616 </attribute> 1717 </attribute>
1617 <attribute arch="connected" editor="connection" type="int"> 1718 <attribute arch="connected" editor="connection" type="string">
1618 When the detector is triggered, all objects with the same 1719 When the detector is triggered, all objects with the same
1619 connection value get activated. 1720 connection value get activated.
1620 </attribute> 1721 </attribute>
1621 <attribute arch="speed" editor="detection speed" type="float"> 1722 <attribute arch="speed" editor="detection speed" type="float">
1622 This value defines the time between two detector-checks. 1723 This value defines the time between two detector-checks.
1626 &speed_left; 1727 &speed_left;
1627 <attribute arch="speed_left" editor="speed left" type="float"> 1728 <attribute arch="speed_left" editor="speed left" type="float">
1628 The speed left. This value is incremented by &lt;speed&gt; on every tick. 1729 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 1730 If it is larger than 0, the detector checks, and the speed is decremented
1630 by 1. 1731 by 1.
1732 </attribute>
1733</type>
1734
1735<!--####################################################################-->
1736<type number="164" name="Map Script">
1737 <ignore>
1738 <ignore_list name="system_object" />
1739 </ignore>
1740 <description><![CDATA[
1741 The map script object is a very special object that can react to connected
1742 events and executes a perl script in the msg slot.
1743 ]]>
1744 </description>
1745 <use><![CDATA[
1746 The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions
1747 to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.
1748 ]]>
1749 </use>
1750 <attribute arch="connected" editor="connection" type="string">
1751 When the map script object is triggered, it will execute
1752 the perl script with the triggering object as $activator.
1753 </attribute>
1754 &activate_on;
1755 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1756 This perl script will be executed each time the objetc is triggered.
1631 </attribute> 1757 </attribute>
1632</type> 1758</type>
1633 1759
1634<!--####################################################################--> 1760<!--####################################################################-->
1635<type number="112" name="Director"> 1761<type number="112" name="Director">
1890 <attribute arch="level" editor="multiply factor" type="int"> 2016 <attribute arch="level" editor="multiply factor" type="int">
1891 The number of items in the target pile will be multiplied by the 2017 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 2018 &lt;multiply factor&gt;. If it is set to zero, all target objects
1893 will be destroyed. 2019 will be destroyed.
1894 </attribute> 2020 </attribute>
1895 <attribute arch="connected" editor="connection" type="int"> 2021 <attribute arch="connected" editor="connection" type="string">
1896 An activator (lever, altar, button, etc) with matching connection value 2022 An activator (lever, altar, button, etc) with matching connection value
1897 is able to trigger this duplicator. Be very careful that players cannot 2023 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! 2024 abuse it to create endless amounts of money or other valuable stuff!
1899 </attribute> 2025 </attribute>
1900 &activate_on; 2026 &activate_on;
2038 If enabled, it is impossible for players to use prayers 2164 If enabled, it is impossible for players to use prayers
2039 on that spot. It also prevents players from saving. 2165 on that spot. It also prevents players from saving.
2040 </attribute> 2166 </attribute>
2041 <attribute arch="unique" editor="unique map" type="bool"> 2167 <attribute arch="unique" editor="unique map" type="bool">
2042 Unique floor means that any items dropped on that spot 2168 Unique floor means that any items dropped on that spot
2043 will be saved byond map reset. For permanent apartments, 2169 will be saved beyond map reset. For permanent apartments,
2044 all floor tiles must be set &lt;unique map&gt;. 2170 all floor tiles must be set &lt;unique map&gt;.
2045 </attribute> 2171 </attribute>
2046 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2172 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2047 This text may describe the object. 2173 This text may describe the object.
2048 </attribute> 2174 </attribute>
2082 If enabled, it is impossible for players to use prayers 2208 If enabled, it is impossible for players to use prayers
2083 on that spot. It also prevents players from saving. 2209 on that spot. It also prevents players from saving.
2084 </attribute> 2210 </attribute>
2085 <attribute arch="unique" editor="unique map" type="bool"> 2211 <attribute arch="unique" editor="unique map" type="bool">
2086 Unique floor means that any items dropped on that spot 2212 Unique floor means that any items dropped on that spot
2087 will be saved byond map reset. For permanent apartments, 2213 will be saved beyond map reset. For permanent apartments,
2088 all floor tiles must be set &lt;unique map&gt;. 2214 all floor tiles must be set &lt;unique map&gt;.
2089 </attribute> 2215 </attribute>
2090 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2216 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2091 This text may describe the object. 2217 This text may describe the object.
2092 </attribute> 2218 </attribute>
2127 </use> 2253 </use>
2128 <attribute arch="no_pick" value="1" type="fixed" /> 2254 <attribute arch="no_pick" value="1" type="fixed" />
2129 <attribute arch="speed" value="1" type="float"> 2255 <attribute arch="speed" value="1" type="float">
2130 The speed of the gate affects how fast it is closing/opening. 2256 The speed of the gate affects how fast it is closing/opening.
2131 </attribute> 2257 </attribute>
2132 <attribute arch="connected" editor="connection" type="int"> 2258 <attribute arch="connected" editor="connection" type="string">
2133 Whenever the inventory checker is triggered, all objects with identical 2259 Whenever the inventory checker is triggered, all objects with identical
2134 &lt;connection&gt; value get activated. This only makes sense together with 2260 &lt;connection&gt; value get activated. This only makes sense together with
2135 &lt;blocking passage&gt; disabled. 2261 &lt;blocking passage&gt; disabled.
2136 </attribute> 2262 </attribute>
2137 <attribute arch="wc" editor="position state" type="int"> 2263 <attribute arch="wc" editor="position state" type="int">
2206 don't forget that some monsters are able to apply it. 2332 don't forget that some monsters are able to apply it.
2207 The ability to apply levers is rare among monsters - 2333 The ability to apply levers is rare among monsters -
2208 but vampires can do it for example.]]> 2334 but vampires can do it for example.]]>
2209 </use> 2335 </use>
2210 <attribute arch="no_pick" value="1" type="fixed" /> 2336 <attribute arch="no_pick" value="1" type="fixed" />
2211 <attribute arch="connected" editor="connection" type="int"> 2337 <attribute arch="connected" editor="connection" type="string">
2212 Every time the handle is applied, all objects 2338 Every time the handle is applied, all objects
2213 with the same &lt;connection&gt; value are activated. 2339 with the same &lt;connection&gt; value are activated.
2214 </attribute> 2340 </attribute>
2215 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2341 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2216 This text may describe the item. You can use this 2342 This text may describe the item. You can use this
2301 If enabled, it is impossible for players to use prayers 2427 If enabled, it is impossible for players to use prayers
2302 on that spot. It also prevents players from saving. 2428 on that spot. It also prevents players from saving.
2303 </attribute> 2429 </attribute>
2304 <attribute arch="unique" editor="unique map" type="bool"> 2430 <attribute arch="unique" editor="unique map" type="bool">
2305 Unique floor means that any items dropped on that spot 2431 Unique floor means that any items dropped on that spot
2306 will be saved byond map reset. For permanent apartments, 2432 will be saved beyond map reset. For permanent apartments,
2307 all floor tiles must be set &lt;unique map&gt;. 2433 all floor tiles must be set &lt;unique map&gt;.
2308 </attribute> 2434 </attribute>
2309</type> 2435</type>
2310 2436
2311<!--####################################################################--> 2437<!--####################################################################-->
2336<type number="56" name="Holy Altar"> 2462<type number="56" name="Holy Altar">
2337 <ignore> 2463 <ignore>
2338 <ignore_list name="non_pickable" /> 2464 <ignore_list name="non_pickable" />
2339 </ignore> 2465 </ignore>
2340 <description><![CDATA[ 2466 <description><![CDATA[
2341 Holy_altars are altars for the various religions. Praying 2467 Holy Altars are altars for the various religions. Praying
2342 at a Holy_altar will make you a follower of that god, and 2468 at a Holy_altar will make you a follower of that god, and
2343 if you already follow that god, you may get some extra bonus.]]> 2469 if you already follow that god, you may get some extra bonus.]]>
2344 </description> 2470 </description>
2345 <attribute arch="no_pick" value="1" type="fixed" /> 2471 <attribute arch="no_pick" value="1" type="fixed" />
2346 <attribute arch="other_arch" editor="god name" type="string"> 2472 <attribute arch="other_arch" editor="god name" type="string">
2469 </attribute> 2595 </attribute>
2470 <attribute arch="last_sp" editor="match = having" type="bool"> 2596 <attribute arch="last_sp" editor="match = having" type="bool">
2471 Enabled means having that object is a match. 2597 Enabled means having that object is a match.
2472 Disabled means not having that object is a match. 2598 Disabled means not having that object is a match.
2473 </attribute> 2599 </attribute>
2474 <attribute arch="connected" editor="connection" type="int"> 2600 <attribute arch="connected" editor="connection" type="string">
2475 Whenever the inventory checker is triggered, all objects with identical 2601 Whenever the inventory checker is triggered, all objects with identical
2476 &lt;connection&gt; value get activated. This only makes sense together with 2602 &lt;connection&gt; value get activated. This only makes sense together with
2477 &lt;blocking passage&gt; disabled. 2603 &lt;blocking passage&gt; disabled.
2478 </attribute> 2604 </attribute>
2479 &movement_types_terrain; 2605 &movement_types_terrain;
2620 according to his conversation with a player. Mostly this means 2746 according to his conversation with a player. Mostly this means
2621 opening a gate or handing out some item, but you could be quite 2747 opening a gate or handing out some item, but you could be quite
2622 creative here.]]> 2748 creative here.]]>
2623 </use> 2749 </use>
2624 <attribute arch="no_pick" value="1" type="fixed" /> 2750 <attribute arch="no_pick" value="1" type="fixed" />
2625 <attribute arch="connected" editor="connection" type="int"> 2751 <attribute arch="connected" editor="connection" type="string">
2626 The Magic_ear will trigger all objects with the 2752 The Magic_ear will trigger all objects with the
2627 same connection value, every time it is activated. 2753 same connection value, every time it is activated.
2628 </attribute> 2754 </attribute>
2629 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> 2755 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2630 This textfield contains the keyword-matching-syntax. The text should 2756 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" 2807 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 2808 walls cast spells at minimal strength. "level 100" walls cast deadly
2683 spells. Arch default is level 1 - you should always set this value 2809 spells. Arch default is level 1 - you should always set this value
2684 to meet the overall difficulty of your map. 2810 to meet the overall difficulty of your map.
2685 </attribute> 2811 </attribute>
2686 <attribute arch="connected" editor="connection" type="int"> 2812 <attribute arch="connected" editor="connection" type="string">
2687 Every time the &lt;connection&gt; value is triggered, the wall will cast 2813 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 2814 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2689 have much visible effect. 2815 have much visible effect.
2690 </attribute> 2816 </attribute>
2691 &activate_on; 2817 &activate_on;
2732 </ignore> 2858 </ignore>
2733 <description><![CDATA[ 2859 <description><![CDATA[
2734 A marker is an object that inserts an invisible force (a mark) into a 2860 A marker is an object that inserts an invisible force (a mark) into a
2735 player stepping on it. This force does nothing except containing a 2861 player stepping on it. This force does nothing except containing a
2736 &lt;key string&gt; which can be discovered by detectors or inventory 2862 &lt;key string&gt; which can be discovered by detectors or inventory
2737 checkers. It is also possible to use markers for removing marks again. 2863 checkers. It is also possible to use markers for removing marks again
2864 (by setting the "name" slot to the name of the marker to be removed).
2738 <br><br> 2865 <br><br>
2739 Note that the player has no possibility to "see" his own marks, 2866 Note that the player has no possibility to "see" his own marks,
2740 except by the effect that they cause on the maps.]]> 2867 except by the effect that they cause on the maps.]]>
2741 </description> 2868 </description>
2742 <use><![CDATA[ 2869 <use><![CDATA[
2754 <attribute arch="slaying" editor="key string" type="string"> 2881 <attribute arch="slaying" editor="key string" type="string">
2755 The &lt;key string&gt; can be detected by inv. checkers/detectors. 2882 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;, 2883 If the player already has a force with that &lt;key string&gt;,
2757 there won't be inserted a second one. 2884 there won't be inserted a second one.
2758 </attribute> 2885 </attribute>
2759 <attribute arch="connected" editor="connection" type="int"> 2886 <attribute arch="connected" editor="connection" type="string">
2760 When the detector is triggered, all objects with the same 2887 When the detector is triggered, all objects with the same
2761 connection value get activated. 2888 connection value get activated.
2762 </attribute> 2889 </attribute>
2763 <attribute arch="speed" editor="marking speed" type="float"> 2890 <attribute arch="speed" editor="marking speed" type="float">
2764 The &lt;marking speed&gt; defines how quickly it will mark something 2891 The &lt;marking speed&gt; defines how quickly it will mark something
3235 &lt;mood&gt; 'charm': Turns monster into a pet of person 3362 &lt;mood&gt; 'charm': Turns monster into a pet of person
3236 who triggers the square. This setting is not 3363 who triggers the square. This setting is not
3237 enabled for continous operation, you need to 3364 enabled for continous operation, you need to
3238 insert a &lt;connection&gt; value! 3365 insert a &lt;connection&gt; value!
3239 </attribute> 3366 </attribute>
3240 <attribute arch="connected" editor="connection" type="int"> 3367 <attribute arch="connected" editor="connection" type="string">
3241 This should only be set in combination with &lt;mood number&gt; 4. 3368 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 3369 Normally, monsters are affected by the mood floor as soon as they
3243 step on it. But charming (monster -&gt; pet) is too powerful, 3370 step on it. But charming (monster -&gt; pet) is too powerful,
3244 so it needs to be activated. 3371 so it needs to be activated.
3245 3372
3368 place where only fireborns can enter, by setting "slaying unnatural". 3495 place where only fireborns can enter, by setting "slaying unnatural".
3369 3496
3370 If it is set to "player", any player stepping on the pedestal 3497 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 3498 is a match. Very useful if you want to open a gate for players
3372 but not for monsters. 3499 but not for monsters.
3500
3501 &match_compat;
3373 </attribute> 3502 </attribute>
3374 <attribute arch="connected" editor="connection" type="int"> 3503 <attribute arch="connected" editor="connection" type="string">
3375 When the pedestal is triggered, all objects with the same 3504 When the pedestal is triggered, all objects with the same
3376 connection value get activated. 3505 connection value get activated.
3377 </attribute> 3506 </attribute>
3378 &move_on; 3507 &move_on;
3508</type>
3509
3510<!--####################################################################-->
3511<type number="32" name="Pedestal Trigger">
3512 <import_type name="Pedestal" />
3513 <ignore>
3514 <ignore_list name="non_pickable" />
3515 </ignore>
3516 <description><![CDATA[
3517 Pedestal triggers are pedestals which reset after a short period
3518 of time. Every time it is either applied or reset, the
3519 &lt;connection&gt; value is triggered.]]>
3520 </description>
3521</type>
3522
3523<!--####################################################################-->
3524<type number="19" name="Item Match">
3525 <ignore>
3526 <ignore_list name="non_pickable" />
3527 </ignore>
3528 <description><![CDATA[
3529 Match objects use the deliantra matching language
3530 (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
3531 to match items on the same mapspace (if move_on/off are unset) or
3532 items trying to enter (if move_blocked is set).
3533
3534 If a connected value is given, then it is triggered if the first object
3535 matching the expression is put on it, and the last is removed.]]>
3536 </description>
3537 <use><![CDATA[
3538 If you want to trigger something else (e.g. a gate) when an item is above this object,
3539 use the move_on/move_off settings.
3540
3541 If you want to keep something from entering if it has (or lacks) a specific item,
3542 use the move_blocked setting.]]>
3543 </use>
3544 <attribute arch="no_pick" value="1" type="fixed" />
3545 <attribute arch="slaying" editor="match expression" type="string">
3546 &match_compat;
3547
3548 Optionally you can leave out the "match " prefix.
3549 </attribute>
3550 <attribute arch="connected" editor="connection" type="string">
3551 When the match is triggered, all objects with the same
3552 connection value get activated.
3553 </attribute>
3554 &move_on;
3555 &move_off;
3556 &move_block;
3379</type> 3557</type>
3380 3558
3381<!--####################################################################--> 3559<!--####################################################################-->
3382<type number="94" name="Pit"> 3560<type number="94" name="Pit">
3383 <ignore> 3561 <ignore>
3400 </use> 3578 </use>
3401 <attribute arch="no_pick" value="1" type="fixed" /> 3579 <attribute arch="no_pick" value="1" type="fixed" />
3402 <attribute arch="range" editor="spread radius" type="int"> 3580 <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). 3581 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3404 </attribute> 3582 </attribute>
3405 <attribute arch="connected" editor="connection" type="int"> 3583 <attribute arch="connected" editor="connection" type="string">
3406 When a &lt;connection&gt; value is set, the pit can be opened/closed 3584 When a &lt;connection&gt; value is set, the pit can be opened/closed
3407 by activating the connection. 3585 by activating the connection.
3408 </attribute> 3586 </attribute>
3409 &activate_on; 3587 &activate_on;
3410 <attribute arch="hp" editor="destination X" type="int"> 3588 <attribute arch="hp" editor="destination X" type="int">
4036 Use signs and magic_mouths, plenty of them! Place magic_mouths to add 4214 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 4215 some true roleplay feeling to your maps, support your storyline or give
4038 hints about hidden secrets/dangers. Place signs to provide the player 4216 hints about hidden secrets/dangers. Place signs to provide the player
4039 with all kinds of useful information for getting along in your maps.]]> 4217 with all kinds of useful information for getting along in your maps.]]>
4040 </use> 4218 </use>
4041 <attribute arch="connected" editor="connection" type="int"> 4219 <attribute arch="connected" editor="connection" type="string">
4042 When a connection value is set, the message will be printed whenever 4220 When a connection value is set, the message will be printed whenever
4043 the connection is triggered. This should be used in combination with 4221 the connection is triggered. This should be used in combination with
4044 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4222 &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 4223 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. 4224 printed to one player, but all players on the current map.
4434 be transferred to the "default enter location" of the destined map. 4612 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, 4613 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 4614 please DO NOT use that. It turned out to be a source for numerous
4437 map-bugs. 4615 map-bugs.
4438 </attribute> 4616 </attribute>
4439 <attribute arch="connected" editor="connection" type="int"> 4617 <attribute arch="connected" editor="connection" type="string">
4440 If a connection value is set, the teleporter will be activated 4618 If a connection value is set, the teleporter will be activated
4441 whenever the connection is triggered. To use this properly, 4619 whenever the connection is triggered. To use this properly,
4442 &lt;activation speed&gt; must be zero. 4620 &lt;activation speed&gt; must be zero.
4443 </attribute> 4621 </attribute>
4444 &activate_on; 4622 &activate_on;
4473 Use gates to divide your maps into separated areas. After solving 4651 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 4652 area A, the player gains access to area B, and so on. Make your
4475 maps more complex than "one-way".]]> 4653 maps more complex than "one-way".]]>
4476 </use> 4654 </use>
4477 <attribute arch="no_pick" value="1" type="fixed" /> 4655 <attribute arch="no_pick" value="1" type="fixed" />
4478 <attribute arch="connected" editor="connection" type="int"> 4656 <attribute arch="connected" editor="connection" type="string">
4479 Whenever the inventory checker is triggered, all objects with identical 4657 Whenever the inventory checker is triggered, all objects with identical
4480 &lt;connection&gt; value get activated. This only makes sense together with 4658 &lt;connection&gt; value get activated. This only makes sense together with
4481 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4659 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4482 after some time. 4660 after some time.
4483 </attribute> 4661 </attribute>
4550 </attribute> 4728 </attribute>
4551 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4729 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4552 This attribute defines what attacktype to use for direct damage when 4730 This attribute defines what attacktype to use for direct damage when
4553 the trap detonates. 4731 the trap detonates.
4554 </attribute> 4732 </attribute>
4555 <attribute arch="connected" editor="connection" type="int"> 4733 <attribute arch="connected" editor="connection" type="string">
4556 When the trap is detonated, all objects with the same 4734 When the trap is detonated, all objects with the same
4557 connection value get activated. 4735 connection value get activated.
4558 </attribute> 4736 </attribute>
4559 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> 4737 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4560 When the trap detonates, this text is displayed to the 4738 When the trap detonates, this text is displayed to the
4662 <description><![CDATA[ 4840 <description><![CDATA[
4663 A trigger marker is an object that inserts an invisible force (a mark) into a 4841 A trigger marker is an object that inserts an invisible force (a mark) into a
4664 player stepping on it WHEN TRIGGERED. This force does nothing except containing a 4842 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4665 &lt;key string&gt; which can be discovered by detectors or inventory 4843 &lt;key string&gt; which can be discovered by detectors or inventory
4666 checkers. It is also possible to use markers for removing marks again. 4844 checkers. It is also possible to use markers for removing marks again.
4845 (by setting the "name" slot to the name of the marker to be removed).
4667 <br><br> 4846 <br><br>
4668 Note that the player has no possibility to "see" his own marks, 4847 Note that the player has no possibility to "see" his own marks,
4669 except by the effect that they cause on the maps.]]> 4848 except by the effect that they cause on the maps.]]>
4670 </description> 4849 </description>
4671 <use><![CDATA[ 4850 <use><![CDATA[
4683 <attribute arch="slaying" editor="key string" type="string"> 4862 <attribute arch="slaying" editor="key string" type="string">
4684 The &lt;key string&gt; can be detected by inv. checkers/detectors. 4863 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;, 4864 If the player already has a force with that &lt;key string&gt;,
4686 there won't be inserted a second one. 4865 there won't be inserted a second one.
4687 </attribute> 4866 </attribute>
4688 <attribute arch="connected" editor="connection" type="int"> 4867 <attribute arch="connected" editor="connection" type="string">
4689 Unlike a regular marker this is the connection that triggers this marker to activate. 4868 Unlike a regular marker this is the connection that triggers this marker to activate.
4690 </attribute> 4869 </attribute>
4691 <attribute arch="food" editor="mark duration" type="int"> 4870 <attribute arch="food" editor="mark duration" type="int">
4692 This value defines the duration of the force it inserts. 4871 This value defines the duration of the force it inserts.
4693 If nonzero, the duration of the player's mark is finite: 4872 If nonzero, the duration of the player's mark is finite:

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