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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 1.66 by root, Tue Apr 20 06:49:32 2010 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">
711 </attribute> 722 </attribute>
712 <attribute arch="sound_destroy" editor="destroy sound" type="string"> 723 <attribute arch="sound_destroy" editor="destroy sound" type="string">
713 The sound this objects makes when it is destroyed. Enter either a sound alias from 724 The sound this objects makes when it is destroyed. Enter either a sound alias from
714 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this 725 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
715 field it will point to sound/&lt;path&gt;.ext 726 field it will point to sound/&lt;path&gt;.ext
727 </attribute>
728 <attribute arch="unique" editor="unique" type="bool">
729 Unique items exist only one time on a server. If the item
730 is taken, lost or destroyed - it's gone for good.
731 </attribute>
732 <attribute arch="connected" editor="connection" type="string">
733 For "normal" objects the connected value is mainly used for scripting purposes.
734 You can write a string in this field that can be used from a Perl script (find_link function)
735 to find this object, or all objects that got this connected value.
716 </attribute> 736 </attribute>
717</default_type> 737</default_type>
718 738
719<!-- This ignorelist is for all system objects which are non pickable 739<!-- This ignorelist is for all system objects which are non pickable
720 and invisible. They don't interact with players at all. --> 740 and invisible. They don't interact with players at all. -->
778 This text may describe the object. 798 This text may describe the object.
779 </attribute> 799 </attribute>
780</type> 800</type>
781 801
782<!--####################################################################--> 802<!--####################################################################-->
803<!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
783<type number="110" name="Ability"> 804<type number="999" name="Ability">
784 <ignore> 805 <ignore>
785 <ignore_list name="system_object" /> 806 <ignore_list name="system_object" />
786 </ignore> 807 </ignore>
787 <description><![CDATA[ 808 <description><![CDATA[
788 Abilities are to be put in a monster's inventory. They grant monsters the 809 Abilities are to be put in a monster's inventory. They grant monsters the
842 Note that non-magical abilities are more dangerous because 863 Note that non-magical abilities are more dangerous because
843 magic resistance does not protect from those.</attribute> 864 magic resistance does not protect from those.</attribute>
844</type> 865</type>
845 866
846<!--####################################################################--> 867<!--####################################################################-->
868
869<type number="81" name="Torch">
870 <description><![CDATA[
871 Torches are a special kind of Lamp that offer the option of lighting them
872 up without using a lighter (These torches are usually
873 called 'pyrophor torches'. See also the 'reignitable' setting).
874 The other kind of torches, that are reignitable, can be put out and
875 put on again using a lighter.]]>
876 </description>
877 <attribute arch="is_lightable" editor="reignitable" type="bool">
878 This flag controls whether the torch can be lit up again using
879 a lighter or whether it can only be used once, in which case
880 they can be enabled by simply applying them without any special tools.
881 </attribute>
882 <attribute arch="food" editor="burning duration" type="int">
883 This field specifies the burning duration of the torch.
884 </attribute>
885 <attribute arch="range" editor="enabled glow radius" type="int">
886 This field sets the glow radius of the torch if it is enabled.
887 If you want to make a torch 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 torches, which have a level above 0, explode if the
896 player applies them.
897 </attribute>
898</type>
899
900<type number="82" name="Lamp">
901 <description><![CDATA[
902 Lamps are carryable light sources for players with a fuel tank.]]>
903 </description>
904 <attribute arch="speed" editor="burn speed" type="float">
905 This field is the speed of the lamp. (If the value 0.00208 is given
906 here the fuel field will specify the burning duration in minutes.)
907 </attribute>
908 <attribute arch="food" editor="fuel" type="int">
909 This field sets the burning duration of the lamp, which depends on the speed
910 field of this object.
911 </attribute>
912 <attribute arch="range" editor="enabled glow radius" type="int">
913 This field sets the glow radius of the lamp if it is enabled.
914 If you want to make a lamp that is already burning set the
915 "glow radius" field.
916 </attribute>
917 <attribute arch="level" editor="level" type="int">
918 If this field specyfies the cursed effect's level. If it is
919 0 no cursed effect will be generate. See also the "cursed" flag.
920 </attribute>
921 <attribute arch="cursed" editor="cursed" type="bool">
922 Cursed lamps, which have a level above 0, explode if the
923 player applies them.
924 </attribute>
925</type>
926
927<!--####################################################################-->
847<type number="18" name="Altar"> 928<type number="18" name="Altar">
848 <ignore> 929 <ignore>
849 <ignore_list name="non_pickable" /> 930 <ignore_list name="non_pickable" />
931 <attribute arch="connected"/>
850 </ignore> 932 </ignore>
851 <description><![CDATA[ 933 <description><![CDATA[
852 When a player puts a defined number of certain items on the altar, 934 When a player puts a defined number of certain items on the altar,
853 then either a spell is casted (on the player) or a connector is 935 then either a spell is casted (on the player) or a connector is
854 triggered. If the latter is the case, the altar works only once. 936 triggered. If the latter is the case, the altar works only once.
860 This string specifies the item that must be put on the altar to 942 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 943 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. 944 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". 945 If you want the player to have to drop a specific amount of money use "money".
864 See also the "drop amount" attribute. 946 See also the "drop amount" attribute.
947 &match_compat;
865 </attribute> 948 </attribute>
866 <attribute arch="food" editor="drop amount" type="int"> 949 <attribute arch="food" editor="drop amount" type="int">
867 The drop amount specifies the amount of items (specified 950 The drop amount specifies the amount of items (specified
868 in &lt;match item name&gt;) that must be dropped to activate the altar. 951 in &lt;match item name&gt;) that must be dropped to activate the altar.
869 952
871 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 954 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.) 955 200 silver, 20 gold, or 4 platinum will all work.)
873 956
874 Note that the maximum possible for &lt;drop amount&gt; is 32767. 957 Note that the maximum possible for &lt;drop amount&gt; is 32767.
875 </attribute> 958 </attribute>
876 <attribute arch="connected" editor="connection" type="int"> 959 <attribute arch="connected" editor="connection" type="string">
877 If a connection value is set, the altar will trigger all objects 960 If a connection value is set, the altar will trigger all objects
878 with the same value, when activated. This will only work once. 961 with the same value, when activated. This will only work once.
879 </attribute> 962 </attribute>
880 <attribute arch="sp" editor="spell" type="spell"> 963 <attribute arch="sp" editor="spell" type="spell">
881 When activated, the selected &lt;spell&gt; will be casted (once, on the 964 When activated, the selected &lt;spell&gt; will be casted (once, on the
891 974
892<!--####################################################################--> 975<!--####################################################################-->
893<type number="31" name="Altar Trigger"> 976<type number="31" name="Altar Trigger">
894 <ignore> 977 <ignore>
895 <ignore_list name="non_pickable" /> 978 <ignore_list name="non_pickable" />
979 <attribute arch="connected"/>
896 </ignore> 980 </ignore>
897 <description><![CDATA[ 981 <description><![CDATA[
898 Altar_triggers work pretty much like normal altars 982 Altar_triggers work pretty much like normal altars
899 (drop sacrifice -> connection activated), except for the fact that 983 (drop sacrifice -> connection activated), except for the fact that
900 they reset after usage. Hence, altar_triggers can be used infinitely.]]> 984 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
915 This string specifies the item that must be put on the altar to 999 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 1000 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. 1001 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". 1002 If you want the player to have to drop a specific amount of money use "money".
919 See also the "drop amount" attribute. 1003 See also the "drop amount" attribute.
1004 &match_compat;
920 </attribute> 1005 </attribute>
921 <attribute arch="food" editor="drop amount" type="int"> 1006 <attribute arch="food" editor="drop amount" type="int">
922 The drop amount specifies the amount of items (specified 1007 The drop amount specifies the amount of items (specified
923 in &lt;match item name&gt;) that must be dropped to activate the altar. 1008 in &lt;match item name&gt;) that must be dropped to activate the altar.
924 1009
926 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 1011 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.) 1012 200 silver, 20 gold, or 4 platinum will all work.)
928 1013
929 Note that the maximum possible for &lt;drop amount&gt; is 32767. 1014 Note that the maximum possible for &lt;drop amount&gt; is 32767.
930 </attribute> 1015 </attribute>
931 <attribute arch="connected" editor="connection" type="int"> 1016 <attribute arch="connected" editor="connection" type="string">
932 If a connection value is set, the altar will trigger all objects 1017 If a connection value is set, the altar will trigger all objects
933 with the same value, when activated. This will only work once. 1018 with the same value, when activated. This will only work once.
934 </attribute> 1019 </attribute>
935 <attribute arch="sp" editor="spell" type="spell"> 1020 <attribute arch="sp" editor="spell" type="spell">
936 When activated, this &lt;spell&gt; will be casted (once, on the player). 1021 When activated, this &lt;spell&gt; will be casted (once, on the player).
1217 </attribute> 1302 </attribute>
1218 <attribute arch="slaying" editor="key string" type="string"> 1303 <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. 1304 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) 1305 (This is used eg. for the gate/port passes in scorn)
1221 </attribute> 1306 </attribute>
1307 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1308 If this flag is true the player won't be able to identify this
1309 item with by using a skill.
1310 </attribute>
1311</type>
1312
1313<!--####################################################################-->
1314<type number="110" name="Inscribable">
1315 <description><![CDATA[
1316 Inscribable Item - when inscribed, it becomes another object.]]>
1317 </description>
1318 <attribute arch="startequip" editor="godgiven item" type="bool">
1319 A godgiven item vanishes as soon as the player
1320 drops it to the ground.
1321 </attribute>
1322 <attribute arch="unique" editor="unique item" type="bool">
1323 Unique items exist only one time on a server. If the item
1324 is taken, lost or destroyed - it's gone for good.
1325 </attribute>
1326 <attribute arch="other_arch" editor="book/scroll arch" type="string">
1327 This is the item created after being inscribed - scrolls are treated
1328 like spell scrolls, all else will have it's message replaced.
1329 </attribute>
1222</type> 1330</type>
1223 1331
1224<!--####################################################################--> 1332<!--####################################################################-->
1225<type number="99" name="Boots"> 1333<type number="99" name="Boots">
1226 <import_type name="Amulet" /> 1334 <import_type name="Amulet" />
1298 1406
1299<!--####################################################################--> 1407<!--####################################################################-->
1300<type number="92" name="Button"> 1408<type number="92" name="Button">
1301 <ignore> 1409 <ignore>
1302 <ignore_list name="non_pickable" /> 1410 <ignore_list name="non_pickable" />
1411 <attribute arch="connected"/>
1303 </ignore> 1412 </ignore>
1304 <description><![CDATA[ 1413 <description><![CDATA[
1305 When a predefined amount of weigh is placed on a button, the 1414 When a predefined amount of weigh is placed on a button, the
1306 &lt;connection&gt; value is triggered. In most cases this happens when a 1415 &lt;connection&gt; value is triggered. In most cases this happens when a
1307 player or monster steps on it. When the button is "released", the 1416 player or monster steps on it. When the button is "released", the
1312 <attribute arch="no_pick" value="1" type="fixed" /> 1421 <attribute arch="no_pick" value="1" type="fixed" />
1313 <attribute arch="weight" editor="press weight" type="int"> 1422 <attribute arch="weight" editor="press weight" type="int">
1314 The button is pressed (triggered), as soon as 1423 The button is pressed (triggered), as soon as
1315 &lt;press weigh&gt; gram are placed ontop of it. 1424 &lt;press weigh&gt; gram are placed ontop of it.
1316 </attribute> 1425 </attribute>
1317 <attribute arch="connected" editor="connection" type="int"> 1426 <attribute arch="connected" editor="connection" type="string">
1318 Every time the button is pressed or released, all objects 1427 Every time the button is pressed or released, all objects
1319 with the same &lt;connection&gt; value are activated. 1428 with the same &lt;connection&gt; value are activated.
1320 </attribute> 1429 </attribute>
1321 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1430 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1322 This text may describe the item. You can use this 1431 This text may describe the item. You can use this
1444 container classes. 1553 container classes.
1445 </attribute> 1554 </attribute>
1446 <attribute arch="slaying" editor="key string" type="string"> 1555 <attribute arch="slaying" editor="key string" type="string">
1447 If &lt;key string&gt; is set, only players with a special key 1556 If &lt;key string&gt; is set, only players with a special key
1448 of matching &lt;key string&gt; are able to open the container. 1557 of matching &lt;key string&gt; are able to open the container.
1558
1559 When the key string starts with "match ", then it is expected to
1560 be a match expression, which will be applied to the player, so
1561 you can use e.g. (match type=POTION in inv). Note that the matched
1562 object will be removed.
1449 </attribute> 1563 </attribute>
1450 <attribute arch="container" editor="maximum weight" type="int"> 1564 <attribute arch="container" editor="maximum weight" type="int">
1451 The container can hold a maximum total weight of the given value 1565 The container can hold a maximum total weight of the given value
1452 in gram. Note that this weight limit is calculated *after* the 1566 in gram. Note that this weight limit is calculated *after* the
1453 weight reduction (&lt;reduce weight&gt;) has been applied. 1567 weight reduction (&lt;reduce weight&gt;) has been applied.
1531 of &lt;receive arch&gt;. 1645 of &lt;receive arch&gt;.
1532 </attribute> 1646 </attribute>
1533 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1647 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1534 This text may contain a description of the converter. 1648 This text may contain a description of the converter.
1535 </attribute> 1649 </attribute>
1650 <attribute arch="precious" editor="output unpaid" type="bool">
1651 If the converter has this flag set the generated items will
1652 be flagged as unpaid. Useful if you want to make a converter in a shop.
1653 (For instance for 'dragon scale' to 'dragon shield' converters in some
1654 armour shops.)
1655 </attribute>
1536</type> 1656</type>
1537 1657
1538<!--####################################################################--> 1658<!--####################################################################-->
1539<type number="42" name="Creator"> 1659<type number="42" name="Creator">
1540 <ignore> 1660 <ignore>
1541 <ignore_list name="system_object" /> 1661 <ignore_list name="system_object" />
1662 <attribute arch="connected"/>
1542 </ignore> 1663 </ignore>
1543 <description><![CDATA[ 1664 <description><![CDATA[
1544 A creator is an object which creates another object when it 1665 A creator is an object which creates another object when it
1545 is triggered. The child object can be anything. Creators are 1666 is triggered. The child object can be anything. Creators are
1546 VERY useful for all kinds of map-mechanisms. They can even 1667 VERY useful for all kinds of map-mechanisms. They can even
1556 You can choose any of the existing arches. 1677 You can choose any of the existing arches.
1557 This field is ignored if the creator has items in inventory. In this case 1678 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 1679 one of the inventory items is duplicated. The duplicated item is randomly
1559 chosen from all items present. 1680 chosen from all items present.
1560 </attribute> 1681 </attribute>
1561 <attribute arch="connected" editor="connection" type="int"> 1682 <attribute arch="connected" editor="connection" type="string">
1562 Whenever the connection value is activated, 1683 Whenever the connection value is activated,
1563 the creator gets triggered. 1684 the creator gets triggered.
1564 </attribute> 1685 </attribute>
1565 &activate_on; 1686 &activate_on;
1566 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1687 <attribute arch="lifesave" editor="unlimited uses" type="bool">
1567 If &lt;infinit uses&gt; is set, the creator will work 1688 If &lt;unlimited uses&gt; is set, the creator will work
1568 infinitely, regardless of the value in &lt;number of uses&gt;. 1689 infinitely, regardless of the value in &lt;number of uses&gt;.
1569 </attribute> 1690 </attribute>
1570 <attribute arch="speed" editor="speed" type="float"> 1691 <attribute arch="speed" editor="speed" type="float">
1571 When this field is set the creator will periodically create stuff 1692 When this field is set the creator will periodically create stuff
1572 (and will still do so when the connection is triggered). 1693 (and will still do so when the connection is triggered).
1590 1711
1591<!--####################################################################--> 1712<!--####################################################################-->
1592<type number="51" name="Detector"> 1713<type number="51" name="Detector">
1593 <ignore> 1714 <ignore>
1594 <ignore_list name="system_object" /> 1715 <ignore_list name="system_object" />
1716 <attribute arch="connected"/>
1595 </ignore> 1717 </ignore>
1596 <description><![CDATA[ 1718 <description><![CDATA[
1597 Detectors work quite much like inv. checkers/pedestals: If the detector 1719 Detectors work quite much like inv. checkers/pedestals: If the detector
1598 finds a specific object, it toggles its connected value. 1720 finds a specific object, it toggles its connected value.
1599 <br><br> 1721 <br><br>
1600 What is "unique" about them, compared to inv. checkers/ pedestals? 1722 What is "unique" about them, compared to inv. checkers/ pedestals?
1601 - First, detectors check their square for a match periodically, not 1723 - First, detectors check their square for a match periodically, not
1724 instantly, so generate much higher server load
1602 instantly. Second, detectors check directly for object names. Third, 1725 Second, detectors check directly for object names. Third,
1603 detectors do not check the inventory of players/monsters.]]> 1726 detectors do not check the inventory of players/monsters.]]>
1604 </description> 1727 </description>
1605 <use><![CDATA[ 1728 <use>
1606 There is one major speciality about detectors: You can detect spells 1729 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> 1730 </use>
1611 <attribute arch="no_pick" value="1" type="fixed" /> 1731 <attribute arch="no_pick" value="1" type="fixed" />
1612 <attribute arch="slaying" editor="match name" type="string"> 1732 <attribute arch="slaying" editor="match name" type="string">
1613 &lt;match name&gt; specifies the name of the object we are looking for. 1733 &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, 1734 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. 1735 but for this case inventory checkers are often more powerful to use.
1616 </attribute> 1736 </attribute>
1617 <attribute arch="connected" editor="connection" type="int"> 1737 <attribute arch="connected" editor="connection" type="string">
1618 When the detector is triggered, all objects with the same 1738 When the detector is triggered, all objects with the same
1619 connection value get activated. 1739 connection value get activated.
1620 </attribute> 1740 </attribute>
1621 <attribute arch="speed" editor="detection speed" type="float"> 1741 <attribute arch="speed" editor="detection speed" type="float">
1622 This value defines the time between two detector-checks. 1742 This value defines the time between two detector-checks.
1626 &speed_left; 1746 &speed_left;
1627 <attribute arch="speed_left" editor="speed left" type="float"> 1747 <attribute arch="speed_left" editor="speed left" type="float">
1628 The speed left. This value is incremented by &lt;speed&gt; on every tick. 1748 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 1749 If it is larger than 0, the detector checks, and the speed is decremented
1630 by 1. 1750 by 1.
1751 </attribute>
1752</type>
1753
1754<!--####################################################################-->
1755<type number="164" name="Map Script">
1756 <ignore>
1757 <ignore_list name="system_object" />
1758 <attribute arch="connected"/>
1759 </ignore>
1760 <description><![CDATA[
1761 The map script object is a very special object that can react to connected
1762 events and executes a perl script in the msg slot.
1763 ]]>
1764 </description>
1765 <use><![CDATA[
1766 The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions
1767 to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.
1768 ]]>
1769 </use>
1770 <attribute arch="connected" editor="connection" type="string">
1771 When the map script object is triggered, it will execute
1772 the perl script with the triggering object as $activator.
1773 </attribute>
1774 &activate_on;
1775 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1776 This perl script will be executed each time the objetc is triggered.
1631 </attribute> 1777 </attribute>
1632</type> 1778</type>
1633 1779
1634<!--####################################################################--> 1780<!--####################################################################-->
1635<type number="112" name="Director"> 1781<type number="112" name="Director">
1829<type number="23" name="Door"> 1975<type number="23" name="Door">
1830 <ignore> 1976 <ignore>
1831 <ignore_list name="non_pickable" /> 1977 <ignore_list name="non_pickable" />
1832 </ignore> 1978 </ignore>
1833 <description><![CDATA[ 1979 <description><![CDATA[
1834 A door can be opened with a normal key. It also can be broken by attacking 1980 A door can be opened with any normal key. It also can be broken by attacking
1835 it, and it can be defeated with the lockpicking skill. If a door is 1981 it, and it can be defeated with the lockpicking skill. If a door is
1836 defeated, horizontally and vertically adjacent doors are automatically 1982 defeated, horizontally and vertically adjacent doors are automatically
1837 removed.]]> 1983 removed.]]>
1838 </description> 1984 </description>
1839 <attribute arch="no_pick" value="1" type="fixed" /> 1985 <attribute arch="no_pick" value="1" type="fixed" />
1862 2008
1863<!--####################################################################--> 2009<!--####################################################################-->
1864<type number="83" name="Duplicator"> 2010<type number="83" name="Duplicator">
1865 <ignore> 2011 <ignore>
1866 <ignore_list name="system_object" /> 2012 <ignore_list name="system_object" />
2013 <attribute arch="connected"/>
1867 </ignore> 2014 </ignore>
1868 <description><![CDATA[ 2015 <description><![CDATA[
1869 When activated, a duplicator can duplicate, multiply or destroy a pile of 2016 When activated, a duplicator can duplicate, multiply or destroy a pile of
1870 objects which lies somewhere on top of the duplicator. 2017 objects which lies somewhere on top of the duplicator.
1871 The duplicator has one arch name specified as &lt;target arch&gt;, 2018 The duplicator has one arch name specified as &lt;target arch&gt;,
1890 <attribute arch="level" editor="multiply factor" type="int"> 2037 <attribute arch="level" editor="multiply factor" type="int">
1891 The number of items in the target pile will be multiplied by the 2038 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 2039 &lt;multiply factor&gt;. If it is set to zero, all target objects
1893 will be destroyed. 2040 will be destroyed.
1894 </attribute> 2041 </attribute>
1895 <attribute arch="connected" editor="connection" type="int"> 2042 <attribute arch="connected" editor="connection" type="string">
1896 An activator (lever, altar, button, etc) with matching connection value 2043 An activator (lever, altar, button, etc) with matching connection value
1897 is able to trigger this duplicator. Be very careful that players cannot 2044 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! 2045 abuse it to create endless amounts of money or other valuable stuff!
1899 </attribute> 2046 </attribute>
1900 &activate_on; 2047 &activate_on;
2038 If enabled, it is impossible for players to use prayers 2185 If enabled, it is impossible for players to use prayers
2039 on that spot. It also prevents players from saving. 2186 on that spot. It also prevents players from saving.
2040 </attribute> 2187 </attribute>
2041 <attribute arch="unique" editor="unique map" type="bool"> 2188 <attribute arch="unique" editor="unique map" type="bool">
2042 Unique floor means that any items dropped on that spot 2189 Unique floor means that any items dropped on that spot
2043 will be saved byond map reset. For permanent apartments, 2190 will be saved beyond map reset. For permanent apartments,
2044 all floor tiles must be set &lt;unique map&gt;. 2191 all floor tiles must be set &lt;unique map&gt;.
2192 </attribute>
2193 <attribute arch="is_buildable" editor="buildable" type="bool">
2194 A buildable can be built upon. This is usually used in combination with
2195 the unique attribute for player apartments or guild storages. But it's
2196 use is not limited to private maps.
2045 </attribute> 2197 </attribute>
2046 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2198 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2047 This text may describe the object. 2199 This text may describe the object.
2048 </attribute> 2200 </attribute>
2049</type> 2201</type>
2082 If enabled, it is impossible for players to use prayers 2234 If enabled, it is impossible for players to use prayers
2083 on that spot. It also prevents players from saving. 2235 on that spot. It also prevents players from saving.
2084 </attribute> 2236 </attribute>
2085 <attribute arch="unique" editor="unique map" type="bool"> 2237 <attribute arch="unique" editor="unique map" type="bool">
2086 Unique floor means that any items dropped on that spot 2238 Unique floor means that any items dropped on that spot
2087 will be saved byond map reset. For permanent apartments, 2239 will be saved beyond map reset. For permanent apartments,
2088 all floor tiles must be set &lt;unique map&gt;. 2240 all floor tiles must be set &lt;unique map&gt;.
2241 </attribute>
2242 <attribute arch="is_buildable" editor="buildable" type="bool">
2243 A buildable can be built upon. This is usually used in combination with
2244 the unique attribute for player apartments or guild storages. But it's
2245 use is not limited to private maps.
2089 </attribute> 2246 </attribute>
2090 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2247 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2091 This text may describe the object. 2248 This text may describe the object.
2092 </attribute> 2249 </attribute>
2093</type> 2250</type>
2110 2267
2111<!--####################################################################--> 2268<!--####################################################################-->
2112<type number="91" name="Gate"> 2269<type number="91" name="Gate">
2113 <ignore> 2270 <ignore>
2114 <ignore_list name="non_pickable" /> 2271 <ignore_list name="non_pickable" />
2272 <attribute arch="connected"/>
2115 </ignore> 2273 </ignore>
2116 <description><![CDATA[ 2274 <description><![CDATA[
2117 Gates play an important role in Deliantra. Gates can be opened 2275 Gates play an important role in Deliantra. Gates can be opened
2118 by activating a button/trigger, by speaking passwords (-> magic_ear) 2276 by activating a button/trigger, by speaking passwords (-> magic_ear)
2119 or carrying special key-objects (-> inventory checker). 2277 or carrying special key-objects (-> inventory checker).
2127 </use> 2285 </use>
2128 <attribute arch="no_pick" value="1" type="fixed" /> 2286 <attribute arch="no_pick" value="1" type="fixed" />
2129 <attribute arch="speed" value="1" type="float"> 2287 <attribute arch="speed" value="1" type="float">
2130 The speed of the gate affects how fast it is closing/opening. 2288 The speed of the gate affects how fast it is closing/opening.
2131 </attribute> 2289 </attribute>
2132 <attribute arch="connected" editor="connection" type="int"> 2290 <attribute arch="connected" editor="connection" type="string">
2133 Whenever the inventory checker is triggered, all objects with identical 2291 Whenever the inventory checker is triggered, all objects with identical
2134 &lt;connection&gt; value get activated. This only makes sense together with 2292 &lt;connection&gt; value get activated. This only makes sense together with
2135 &lt;blocking passage&gt; disabled. 2293 &lt;blocking passage&gt; disabled.
2136 </attribute> 2294 </attribute>
2137 <attribute arch="wc" editor="position state" type="int"> 2295 <attribute arch="wc" editor="position state" type="int">
2194 2352
2195<!--####################################################################--> 2353<!--####################################################################-->
2196<type number="93" name="Handle"> 2354<type number="93" name="Handle">
2197 <ignore> 2355 <ignore>
2198 <ignore_list name="non_pickable" /> 2356 <ignore_list name="non_pickable" />
2357 <attribute arch="connected"/>
2199 </ignore> 2358 </ignore>
2200 <description><![CDATA[ 2359 <description><![CDATA[
2201 A handle can be applied by players and (certain) monsters. 2360 A handle can be applied by players and (certain) monsters.
2202 Every time it is applied, the &lt;connection&gt; value is triggered.]]> 2361 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2203 </description> 2362 </description>
2206 don't forget that some monsters are able to apply it. 2365 don't forget that some monsters are able to apply it.
2207 The ability to apply levers is rare among monsters - 2366 The ability to apply levers is rare among monsters -
2208 but vampires can do it for example.]]> 2367 but vampires can do it for example.]]>
2209 </use> 2368 </use>
2210 <attribute arch="no_pick" value="1" type="fixed" /> 2369 <attribute arch="no_pick" value="1" type="fixed" />
2211 <attribute arch="connected" editor="connection" type="int"> 2370 <attribute arch="connected" editor="connection" type="string">
2212 Every time the handle is applied, all objects 2371 Every time the handle is applied, all objects
2213 with the same &lt;connection&gt; value are activated. 2372 with the same &lt;connection&gt; value are activated.
2214 </attribute> 2373 </attribute>
2215 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2374 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2216 This text may describe the item. You can use this 2375 This text may describe the item. You can use this
2301 If enabled, it is impossible for players to use prayers 2460 If enabled, it is impossible for players to use prayers
2302 on that spot. It also prevents players from saving. 2461 on that spot. It also prevents players from saving.
2303 </attribute> 2462 </attribute>
2304 <attribute arch="unique" editor="unique map" type="bool"> 2463 <attribute arch="unique" editor="unique map" type="bool">
2305 Unique floor means that any items dropped on that spot 2464 Unique floor means that any items dropped on that spot
2306 will be saved byond map reset. For permanent apartments, 2465 will be saved beyond map reset. For permanent apartments,
2307 all floor tiles must be set &lt;unique map&gt;. 2466 all floor tiles must be set &lt;unique map&gt;.
2308 </attribute> 2467 </attribute>
2309</type> 2468</type>
2310 2469
2311<!--####################################################################--> 2470<!--####################################################################-->
2336<type number="56" name="Holy Altar"> 2495<type number="56" name="Holy Altar">
2337 <ignore> 2496 <ignore>
2338 <ignore_list name="non_pickable" /> 2497 <ignore_list name="non_pickable" />
2339 </ignore> 2498 </ignore>
2340 <description><![CDATA[ 2499 <description><![CDATA[
2341 Holy_altars are altars for the various religions. Praying 2500 Holy Altars are altars for the various religions. Praying
2342 at a Holy_altar will make you a follower of that god, and 2501 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.]]> 2502 if you already follow that god, you may get some extra bonus.]]>
2344 </description> 2503 </description>
2345 <attribute arch="no_pick" value="1" type="fixed" /> 2504 <attribute arch="no_pick" value="1" type="fixed" />
2346 <attribute arch="other_arch" editor="god name" type="string"> 2505 <attribute arch="other_arch" editor="god name" type="string">
2423 2582
2424<!--####################################################################--> 2583<!--####################################################################-->
2425<type number="64" name="Inventory Checker"> 2584<type number="64" name="Inventory Checker">
2426 <ignore> 2585 <ignore>
2427 <ignore_list name="system_object" /> 2586 <ignore_list name="system_object" />
2587 <attribute arch="connected"/>
2428 </ignore> 2588 </ignore>
2429 <description><![CDATA[ 2589 <description><![CDATA[
2430 Inventory checkers passively check the players inventory for a 2590 Inventory checkers passively check the players inventory for a
2431 specific object. You can set a connected value that is triggered 2591 specific object. You can set a connected value that is triggered
2432 either if that object is present or missing (-&gt; "last_sp") when a 2592 either if that object is present or missing (-&gt; "last_sp") when a
2469 </attribute> 2629 </attribute>
2470 <attribute arch="last_sp" editor="match = having" type="bool"> 2630 <attribute arch="last_sp" editor="match = having" type="bool">
2471 Enabled means having that object is a match. 2631 Enabled means having that object is a match.
2472 Disabled means not having that object is a match. 2632 Disabled means not having that object is a match.
2473 </attribute> 2633 </attribute>
2474 <attribute arch="connected" editor="connection" type="int"> 2634 <attribute arch="connected" editor="connection" type="string">
2475 Whenever the inventory checker is triggered, all objects with identical 2635 Whenever the inventory checker is triggered, all objects with identical
2476 &lt;connection&gt; value get activated. This only makes sense together with 2636 &lt;connection&gt; value get activated. This only makes sense together with
2477 &lt;blocking passage&gt; disabled. 2637 &lt;blocking passage&gt; disabled.
2478 </attribute> 2638 </attribute>
2479 &movement_types_terrain; 2639 &movement_types_terrain;
2547 </description> 2707 </description>
2548 <attribute arch="startequip" editor="godgiven item" type="bool"> 2708 <attribute arch="startequip" editor="godgiven item" type="bool">
2549 A godgiven item vanishes as soon as the player 2709 A godgiven item vanishes as soon as the player
2550 drops it to the ground. 2710 drops it to the ground.
2551 </attribute> 2711 </attribute>
2712 <attribute arch="no_steal" editor="not stealable" type="bool">
2713 This item can't be stolen if the flag is set.
2714 </attribute>
2552</type> 2715</type>
2553 2716
2554<!--####################################################################--> 2717<!--####################################################################-->
2555<type number="20" name="Locked Door"> 2718<type number="20" name="Locked Door">
2556 <ignore> 2719 <ignore>
2579 &lt;key string&gt; in the special key, then the door is unlocked. 2742 &lt;key string&gt; in the special key, then the door is unlocked.
2580 It is VERY important to set the &lt;key string&gt; to something that 2743 It is VERY important to set the &lt;key string&gt; to something that
2581 is unique among the Deliantra mapset. 2744 is unique among the Deliantra mapset.
2582 2745
2583 DONT EVER USE the default string "set_individual_value". 2746 DONT EVER USE the default string "set_individual_value".
2747
2748 When the key string starts with "match ", then it is expected to
2749 be a match expression, which will be applied to the player, so
2750 you can use e.g. (match type=POTION in inv). Note that the matched
2751 object will be removed.
2584 </attribute> 2752 </attribute>
2585 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2753 <attribute arch="no_magic" editor="restrict spells" type="bool">
2586 Restricting the use of spells to pass this door. 2754 Restricting the use of spells to pass this door.
2587 This should be set in most cases. 2755 This should be set in most cases.
2588 (Don't forget that the spell "dimension door" is easily 2756 (Don't forget that the spell "dimension door" is easily
2602 2770
2603<!--####################################################################--> 2771<!--####################################################################-->
2604<type number="29" name="Magic Ear"> 2772<type number="29" name="Magic Ear">
2605 <ignore> 2773 <ignore>
2606 <ignore_list name="system_object" /> 2774 <ignore_list name="system_object" />
2775 <attribute arch="connected"/>
2607 </ignore> 2776 </ignore>
2608 <description><![CDATA[ 2777 <description><![CDATA[
2609 Magic_ears trigger a connected value 2778 Magic_ears trigger a connected value
2610 when the player speaks a specific keyword.]]> 2779 when the player speaks a specific keyword.]]>
2611 </description> 2780 </description>
2620 according to his conversation with a player. Mostly this means 2789 according to his conversation with a player. Mostly this means
2621 opening a gate or handing out some item, but you could be quite 2790 opening a gate or handing out some item, but you could be quite
2622 creative here.]]> 2791 creative here.]]>
2623 </use> 2792 </use>
2624 <attribute arch="no_pick" value="1" type="fixed" /> 2793 <attribute arch="no_pick" value="1" type="fixed" />
2625 <attribute arch="connected" editor="connection" type="int"> 2794 <attribute arch="connected" editor="connection" type="string">
2626 The Magic_ear will trigger all objects with the 2795 The Magic_ear will trigger all objects with the
2627 same connection value, every time it is activated. 2796 same connection value, every time it is activated.
2628 </attribute> 2797 </attribute>
2629 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> 2798 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2630 This textfield contains the keyword-matching-syntax. The text should 2799 This textfield contains the keyword-matching-syntax. The text should
2641 2810
2642<!--####################################################################--> 2811<!--####################################################################-->
2643<type number="62" name="Magic Wall"> 2812<type number="62" name="Magic Wall">
2644 <ignore> 2813 <ignore>
2645 <ignore_list name="non_pickable" /> 2814 <ignore_list name="non_pickable" />
2815 <attribute arch="connected"/>
2646 </ignore> 2816 </ignore>
2647 <description><![CDATA[ 2817 <description><![CDATA[
2648 Magic walls fire spells in a given direction, in regular intervals. 2818 Magic walls fire spells in a given direction, in regular intervals.
2649 Magic walls can contain any spell. However, some spells do not 2819 Magic walls can contain any spell. However, some spells do not
2650 operate very successfully in them. The only way to know is to test 2820 operate very successfully in them. The only way to know is to test
2681 The wall will cast it's spells at level &lt;spell level&gt;. "level 1" 2851 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 2852 walls cast spells at minimal strength. "level 100" walls cast deadly
2683 spells. Arch default is level 1 - you should always set this value 2853 spells. Arch default is level 1 - you should always set this value
2684 to meet the overall difficulty of your map. 2854 to meet the overall difficulty of your map.
2685 </attribute> 2855 </attribute>
2686 <attribute arch="connected" editor="connection" type="int"> 2856 <attribute arch="connected" editor="connection" type="string">
2687 Every time the &lt;connection&gt; value is triggered, the wall will cast 2857 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 2858 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2689 have much visible effect. 2859 have much visible effect.
2690 </attribute> 2860 </attribute>
2691 &activate_on; 2861 &activate_on;
2727 2897
2728<!--####################################################################--> 2898<!--####################################################################-->
2729<type number="55" name="Marker"> 2899<type number="55" name="Marker">
2730 <ignore> 2900 <ignore>
2731 <ignore_list name="system_object" /> 2901 <ignore_list name="system_object" />
2902 <attribute arch="connected"/>
2732 </ignore> 2903 </ignore>
2733 <description><![CDATA[ 2904 <description><![CDATA[
2734 A marker is an object that inserts an invisible force (a mark) into a 2905 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 2906 player stepping on it. This force does nothing except containing a
2736 &lt;key string&gt; which can be discovered by detectors or inventory 2907 &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. 2908 checkers. It is also possible to use markers for removing marks again
2909 (by setting the "name" slot to the name of the marker to be removed).
2738 <br><br> 2910 <br><br>
2739 Note that the player has no possibility to "see" his own marks, 2911 Note that the player has no possibility to "see" his own marks,
2740 except by the effect that they cause on the maps.]]> 2912 except by the effect that they cause on the maps.]]>
2741 </description> 2913 </description>
2742 <use><![CDATA[ 2914 <use><![CDATA[
2754 <attribute arch="slaying" editor="key string" type="string"> 2926 <attribute arch="slaying" editor="key string" type="string">
2755 The &lt;key string&gt; can be detected by inv. checkers/detectors. 2927 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;, 2928 If the player already has a force with that &lt;key string&gt;,
2757 there won't be inserted a second one. 2929 there won't be inserted a second one.
2758 </attribute> 2930 </attribute>
2759 <attribute arch="connected" editor="connection" type="int"> 2931 <attribute arch="connected" editor="connection" type="string">
2760 When the detector is triggered, all objects with the same 2932 When the detector is triggered, all objects with the same
2761 connection value get activated. 2933 connection value get activated.
2762 </attribute> 2934 </attribute>
2763 <attribute arch="speed" editor="marking speed" type="float"> 2935 <attribute arch="speed" editor="marking speed" type="float">
2764 The &lt;marking speed&gt; defines how quickly it will mark something 2936 The &lt;marking speed&gt; defines how quickly it will mark something
3196 3368
3197<!--####################################################################--> 3369<!--####################################################################-->
3198<type number="65" name="Mood Floor"> 3370<type number="65" name="Mood Floor">
3199 <ignore> 3371 <ignore>
3200 <ignore_list name="system_object" /> 3372 <ignore_list name="system_object" />
3373 <attribute arch="connected"/>
3201 </ignore> 3374 </ignore>
3202 <description><![CDATA[ 3375 <description><![CDATA[
3203 As the name implies, mood floors can change the "mood" of 3376 As the name implies, mood floors can change the "mood" of
3204 a monsters/NPC. For example, an unagressive monster could be 3377 a monsters/NPC. For example, an unagressive monster could be
3205 turned mad to start attacking. Similar, an agressive monster 3378 turned mad to start attacking. Similar, an agressive monster
3235 &lt;mood&gt; 'charm': Turns monster into a pet of person 3408 &lt;mood&gt; 'charm': Turns monster into a pet of person
3236 who triggers the square. This setting is not 3409 who triggers the square. This setting is not
3237 enabled for continous operation, you need to 3410 enabled for continous operation, you need to
3238 insert a &lt;connection&gt; value! 3411 insert a &lt;connection&gt; value!
3239 </attribute> 3412 </attribute>
3240 <attribute arch="connected" editor="connection" type="int"> 3413 <attribute arch="connected" editor="connection" type="string">
3241 This should only be set in combination with &lt;mood number&gt; 4. 3414 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 3415 Normally, monsters are affected by the mood floor as soon as they
3243 step on it. But charming (monster -&gt; pet) is too powerful, 3416 step on it. But charming (monster -&gt; pet) is too powerful,
3244 so it needs to be activated. 3417 so it needs to be activated.
3245 3418
3344 3517
3345<!--####################################################################--> 3518<!--####################################################################-->
3346<type number="17" name="Pedestal"> 3519<type number="17" name="Pedestal">
3347 <ignore> 3520 <ignore>
3348 <ignore_list name="non_pickable" /> 3521 <ignore_list name="non_pickable" />
3522 <attribute arch="connected"/>
3349 </ignore> 3523 </ignore>
3350 <description><![CDATA[ 3524 <description><![CDATA[
3351 Pedestals are designed to detect certain types of living objects. 3525 Pedestals are designed to detect certain types of living objects.
3352 When a predefined type of living creature steps on the pedestal, the 3526 When a predefined type of living creature steps on the pedestal, the
3353 connected value is triggered.]]> 3527 connected value is triggered.]]>
3368 place where only fireborns can enter, by setting "slaying unnatural". 3542 place where only fireborns can enter, by setting "slaying unnatural".
3369 3543
3370 If it is set to "player", any player stepping on the pedestal 3544 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 3545 is a match. Very useful if you want to open a gate for players
3372 but not for monsters. 3546 but not for monsters.
3547
3548 &match_compat;
3373 </attribute> 3549 </attribute>
3374 <attribute arch="connected" editor="connection" type="int"> 3550 <attribute arch="connected" editor="connection" type="string">
3375 When the pedestal is triggered, all objects with the same 3551 When the pedestal is triggered, all objects with the same
3376 connection value get activated. 3552 connection value get activated.
3377 </attribute> 3553 </attribute>
3378 &move_on; 3554 &move_on;
3379</type> 3555</type>
3380 3556
3381<!--####################################################################--> 3557<!--####################################################################-->
3558<type number="32" name="Pedestal Trigger">
3559 <import_type name="Pedestal" />
3560 <ignore>
3561 <ignore_list name="non_pickable" />
3562 </ignore>
3563 <description><![CDATA[
3564 Pedestal triggers are pedestals which reset after a short period
3565 of time. Every time it is either applied or reset, the
3566 &lt;connection&gt; value is triggered.]]>
3567 </description>
3568</type>
3569
3570<!--####################################################################-->
3571<type number="19" name="Item Match">
3572 <ignore>
3573 <ignore_list name="non_pickable" />
3574 <attribute arch="connected"/>
3575 </ignore>
3576 <description><![CDATA[
3577 Match objects use the deliantra matching language
3578 (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
3579 to match items on the same mapspace (if move_on/off are unset) or
3580 items trying to enter (if move_blocked is set).
3581
3582 If a connected value is given, then it is triggered if the first object
3583 matching the expression is put on it, and the last is removed.]]>
3584 </description>
3585 <use><![CDATA[
3586 If you want to trigger something else (e.g. a gate) when an item is above this object,
3587 use the move_on/move_off settings.
3588
3589 If you want to keep something from entering if it has (or lacks) a specific item,
3590 use the move_blocked setting.]]>
3591 </use>
3592 <attribute arch="no_pick" value="1" type="fixed" />
3593 <attribute arch="slaying" editor="match expression" type="string">
3594 &match_compat;
3595
3596 Optionally you can leave out the "match " prefix.
3597 </attribute>
3598 <attribute arch="connected" editor="connection" type="string">
3599 When the match is triggered, all objects with the same
3600 connection value get activated.
3601 </attribute>
3602 &move_on;
3603 &move_off;
3604 &move_block;
3605</type>
3606
3607<!--####################################################################-->
3382<type number="94" name="Pit"> 3608<type number="94" name="Pit">
3383 <ignore> 3609 <ignore>
3384 <ignore_list name="non_pickable" /> 3610 <ignore_list name="non_pickable" />
3611 <attribute arch="connected"/>
3385 </ignore> 3612 </ignore>
3386 <description><![CDATA[ 3613 <description><![CDATA[
3387 Pits are holes, transporting the player when he walks (and falls) into them. 3614 Pits are holes, transporting the player when he walks (and falls) into them.
3388 A speciality about pits is that they don't transport the player to 3615 A speciality about pits is that they don't transport the player to
3389 the exact destination, but within a configurable radius of the destination 3616 the exact destination, but within a configurable radius of the destination
3400 </use> 3627 </use>
3401 <attribute arch="no_pick" value="1" type="fixed" /> 3628 <attribute arch="no_pick" value="1" type="fixed" />
3402 <attribute arch="range" editor="spread radius" type="int"> 3629 <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). 3630 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3404 </attribute> 3631 </attribute>
3405 <attribute arch="connected" editor="connection" type="int"> 3632 <attribute arch="connected" editor="connection" type="string">
3406 When a &lt;connection&gt; value is set, the pit can be opened/closed 3633 When a &lt;connection&gt; value is set, the pit can be opened/closed
3407 by activating the connection. 3634 by activating the connection.
3408 </attribute> 3635 </attribute>
3409 &activate_on; 3636 &activate_on;
3410 <attribute arch="hp" editor="destination X" type="int"> 3637 <attribute arch="hp" editor="destination X" type="int">
4023 4250
4024<!--####################################################################--> 4251<!--####################################################################-->
4025<type number="98" name="Sign &amp; MagicMouth"> 4252<type number="98" name="Sign &amp; MagicMouth">
4026 <ignore> 4253 <ignore>
4027 <ignore_list name="non_pickable" /> 4254 <ignore_list name="non_pickable" />
4255 <attribute arch="connected"/>
4028 </ignore> 4256 </ignore>
4029 <description><![CDATA[ 4257 <description><![CDATA[
4030 The purpose of a sign or magic_mouth is to display a certain message to 4258 The purpose of a sign or magic_mouth is to display a certain message to
4031 the player. There are three ways to have the player get this message: 4259 the player. There are three ways to have the player get this message:
4032 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply 4260 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4036 Use signs and magic_mouths, plenty of them! Place magic_mouths to add 4264 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 4265 some true roleplay feeling to your maps, support your storyline or give
4038 hints about hidden secrets/dangers. Place signs to provide the player 4266 hints about hidden secrets/dangers. Place signs to provide the player
4039 with all kinds of useful information for getting along in your maps.]]> 4267 with all kinds of useful information for getting along in your maps.]]>
4040 </use> 4268 </use>
4041 <attribute arch="connected" editor="connection" type="int"> 4269 <attribute arch="connected" editor="connection" type="string">
4042 When a connection value is set, the message will be printed whenever 4270 When a connection value is set, the message will be printed whenever
4043 the connection is triggered. This should be used in combination with 4271 the connection is triggered. This should be used in combination with
4044 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4272 &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 4273 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. 4274 printed to one player, but all players on the current map.
4061 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default). 4289 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4062 </attribute> 4290 </attribute>
4063 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 4291 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4064 This text will be displayed to the player. 4292 This text will be displayed to the player.
4065 </attribute> 4293 </attribute>
4294 <attribute arch="slaying" editor="exit path" type="string">
4295 The exit path defines the map that the player is transferred to.
4296 Usually, only tagged destinations (e.g. *scorn) make sense for signs,
4297 and only if the sign code actually makes use of them.
4298 </attribute>
4299 <attribute arch="value" editor="value" type="int">
4300 Determines the value of the object, in units of silver coins (one
4301 platinum coin == 50 silver coins).
4302 </attribute>
4066</type> 4303</type>
4067 4304
4068<type number="150" name="Shop Inventory"> 4305<type number="150" name="Shop Inventory">
4069 <ignore> 4306 <ignore>
4070 <ignore_list name="non_pickable" /> 4307 <ignore_list name="non_pickable" />
4207 this text by clicking on the item in his inventory. Use this 4444 this text by clicking on the item in his inventory. Use this
4208 message to describe what the key/passport is good for. A player 4445 message to describe what the key/passport is good for. A player
4209 might have 50 different keys on his key-ring. Don't expect 4446 might have 50 different keys on his key-ring. Don't expect
4210 players to recall their purpose just by their names. 4447 players to recall their purpose just by their names.
4211 </attribute> 4448 </attribute>
4449 <attribute arch="no_steal" editor="not stealable" type="bool">
4450 This item can't be stolen if the flag is set.
4451 </attribute>
4212</type> 4452</type>
4213 4453
4214<!--####################################################################--> 4454<!--####################################################################-->
4215<type number="101" name="Spell"> 4455<type number="101" name="Spell">
4216 <ignore> 4456 <ignore>
4253 <attribute arch="duration" editor="duration" type="int"> 4493 <attribute arch="duration" editor="duration" type="int">
4254 </attribute> 4494 </attribute>
4255 <attribute arch="other_arch" editor="create object" type="string"> 4495 <attribute arch="other_arch" editor="create object" type="string">
4256 </attribute> 4496 </attribute>
4257 <attribute arch="sp" editor="cost spellpoints" type="int"> 4497 <attribute arch="sp" editor="cost spellpoints" type="int">
4498 </attribute>
4499 <attribute arch="dam" editor="damage" type="int">
4258 </attribute> 4500 </attribute>
4259 <attribute arch="grace" editor="cost grace" type="int"> 4501 <attribute arch="grace" editor="cost grace" type="int">
4260 </attribute> 4502 </attribute>
4261 <attribute arch="maxsp" editor="double cost per level" type="int"> 4503 <attribute arch="maxsp" editor="double cost per level" type="int">
4262 </attribute> 4504 </attribute>
4369 4611
4370<!--####################################################################--> 4612<!--####################################################################-->
4371<type number="41" name="Teleporter"> 4613<type number="41" name="Teleporter">
4372 <ignore> 4614 <ignore>
4373 <ignore_list name="non_pickable" /> 4615 <ignore_list name="non_pickable" />
4616 <attribute arch="connected"/>
4374 </ignore> 4617 </ignore>
4375 <description><![CDATA[ 4618 <description><![CDATA[
4376 When the player walks into a teleporter, he is transferred to a 4619 When the player walks into a teleporter, he is transferred to a
4377 different location. The main difference to the object-type exit 4620 different location. The main difference to the object-type exit
4378 is the possibility to have teleporters connected to levers/buttons/etc. 4621 is the possibility to have teleporters connected to levers/buttons/etc.
4434 be transferred to the "default enter location" of the destined map. 4677 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, 4678 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 4679 please DO NOT use that. It turned out to be a source for numerous
4437 map-bugs. 4680 map-bugs.
4438 </attribute> 4681 </attribute>
4439 <attribute arch="connected" editor="connection" type="int"> 4682 <attribute arch="connected" editor="connection" type="string">
4440 If a connection value is set, the teleporter will be activated 4683 If a connection value is set, the teleporter will be activated
4441 whenever the connection is triggered. To use this properly, 4684 whenever the connection is triggered. To use this properly,
4442 &lt;activation speed&gt; must be zero. 4685 &lt;activation speed&gt; must be zero.
4443 </attribute> 4686 </attribute>
4444 &activate_on; 4687 &activate_on;
4457 4700
4458<!--####################################################################--> 4701<!--####################################################################-->
4459<type number="26" name="Timed Gate"> 4702<type number="26" name="Timed Gate">
4460 <ignore> 4703 <ignore>
4461 <ignore_list name="non_pickable" /> 4704 <ignore_list name="non_pickable" />
4705 <attribute arch="connected"/>
4462 </ignore> 4706 </ignore>
4463 <description><![CDATA[ 4707 <description><![CDATA[
4464 Gates play an important role in Deliantra. Gates can be opened 4708 Gates play an important role in Deliantra. Gates can be opened
4465 by activating a button/trigger, by speaking passwords (-> magic_ear) 4709 by activating a button/trigger, by speaking passwords (-> magic_ear)
4466 or carrying special key-objects (-> inventory checker). 4710 or carrying special key-objects (-> inventory checker).
4473 Use gates to divide your maps into separated areas. After solving 4717 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 4718 area A, the player gains access to area B, and so on. Make your
4475 maps more complex than "one-way".]]> 4719 maps more complex than "one-way".]]>
4476 </use> 4720 </use>
4477 <attribute arch="no_pick" value="1" type="fixed" /> 4721 <attribute arch="no_pick" value="1" type="fixed" />
4478 <attribute arch="connected" editor="connection" type="int"> 4722 <attribute arch="connected" editor="connection" type="string">
4479 Whenever the inventory checker is triggered, all objects with identical 4723 Whenever the inventory checker is triggered, all objects with identical
4480 &lt;connection&gt; value get activated. This only makes sense together with 4724 &lt;connection&gt; value get activated. This only makes sense together with
4481 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4725 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4482 after some time. 4726 after some time.
4483 </attribute> 4727 </attribute>
4511 <attribute arch="name_pl" /> 4755 <attribute arch="name_pl" />
4512 <attribute arch="weight" /> 4756 <attribute arch="weight" />
4513 <attribute arch="value" /> 4757 <attribute arch="value" />
4514 <attribute arch="material" /> 4758 <attribute arch="material" />
4515 <attribute arch="unpaid" /> 4759 <attribute arch="unpaid" />
4760 <attribute arch="connected"/>
4516 </ignore> 4761 </ignore>
4517 <description><![CDATA[ 4762 <description><![CDATA[
4518 A trap is a object that can either do damage or trigger another connected object 4763 A trap is a object that can either do damage or trigger another connected object
4519 when detonated. Traps are like runes except they are not magical in nature, 4764 when detonated. Traps are like runes except they are not magical in nature,
4520 and generally have either a physical attack or trigger a reaction. 4765 and generally have either a physical attack or trigger a reaction.
4550 </attribute> 4795 </attribute>
4551 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4796 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4552 This attribute defines what attacktype to use for direct damage when 4797 This attribute defines what attacktype to use for direct damage when
4553 the trap detonates. 4798 the trap detonates.
4554 </attribute> 4799 </attribute>
4555 <attribute arch="connected" editor="connection" type="int"> 4800 <attribute arch="connected" editor="connection" type="string">
4556 When the trap is detonated, all objects with the same 4801 When the trap is detonated, all objects with the same
4557 connection value get activated. 4802 connection value get activated.
4558 </attribute> 4803 </attribute>
4559 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> 4804 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4560 When the trap detonates, this text is displayed to the 4805 When the trap detonates, this text is displayed to the
4656 4901
4657<!--####################################################################--> 4902<!--####################################################################-->
4658<type number="52" name="Trigger Marker"> 4903<type number="52" name="Trigger Marker">
4659 <ignore> 4904 <ignore>
4660 <ignore_list name="system_object" /> 4905 <ignore_list name="system_object" />
4906 <attribute arch="connected"/>
4661 </ignore> 4907 </ignore>
4662 <description><![CDATA[ 4908 <description><![CDATA[
4663 A trigger marker is an object that inserts an invisible force (a mark) into a 4909 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 4910 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 4911 &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. 4912 checkers. It is also possible to use markers for removing marks again.
4913 (by setting the "name" slot to the name of the marker to be removed).
4667 <br><br> 4914 <br><br>
4668 Note that the player has no possibility to "see" his own marks, 4915 Note that the player has no possibility to "see" his own marks,
4669 except by the effect that they cause on the maps.]]> 4916 except by the effect that they cause on the maps.]]>
4670 </description> 4917 </description>
4671 <use><![CDATA[ 4918 <use><![CDATA[
4683 <attribute arch="slaying" editor="key string" type="string"> 4930 <attribute arch="slaying" editor="key string" type="string">
4684 The &lt;key string&gt; can be detected by inv. checkers/detectors. 4931 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;, 4932 If the player already has a force with that &lt;key string&gt;,
4686 there won't be inserted a second one. 4933 there won't be inserted a second one.
4687 </attribute> 4934 </attribute>
4688 <attribute arch="connected" editor="connection" type="int"> 4935 <attribute arch="connected" editor="connection" type="string">
4689 Unlike a regular marker this is the connection that triggers this marker to activate. 4936 Unlike a regular marker this is the connection that triggers this marker to activate.
4690 </attribute> 4937 </attribute>
4691 <attribute arch="food" editor="mark duration" type="int"> 4938 <attribute arch="food" editor="mark duration" type="int">
4692 This value defines the duration of the force it inserts. 4939 This value defines the duration of the force it inserts.
4693 If nonzero, the duration of the player's mark is finite: 4940 If nonzero, the duration of the player's mark is finite:

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