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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.44 by root, Thu Jan 8 01:26:55 2009 UTC vs.
Revision 1.45 by root, Thu Jan 8 03:05:17 2009 UTC

872 sacrificed money must be equal to <drop amount> (ie, if food=200, then 872 sacrificed money must be equal to <drop amount> (ie, if food=200, then
873 200 silver, 20 gold, or 4 platinum will all work.) 873 200 silver, 20 gold, or 4 platinum will all work.)
874 874
875 Note that the maximum possible for <drop amount> is 32767. 875 Note that the maximum possible for <drop amount> is 32767.
876 </attribute> 876 </attribute>
877 <attribute arch="connected" editor="connection" type="int"> 877 <attribute arch="connected" editor="connection" type="string">
878 If a connection value is set, the altar will trigger all objects 878 If a connection value is set, the altar will trigger all objects
879 with the same value, when activated. This will only work once. 879 with the same value, when activated. This will only work once.
880 </attribute> 880 </attribute>
881 <attribute arch="sp" editor="spell" type="spell"> 881 <attribute arch="sp" editor="spell" type="spell">
882 When activated, the selected &lt;spell&gt; will be casted (once, on the 882 When activated, the selected &lt;spell&gt; will be casted (once, on the
927 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 927 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
928 200 silver, 20 gold, or 4 platinum will all work.) 928 200 silver, 20 gold, or 4 platinum will all work.)
929 929
930 Note that the maximum possible for &lt;drop amount&gt; is 32767. 930 Note that the maximum possible for &lt;drop amount&gt; is 32767.
931 </attribute> 931 </attribute>
932 <attribute arch="connected" editor="connection" type="int"> 932 <attribute arch="connected" editor="connection" type="string">
933 If a connection value is set, the altar will trigger all objects 933 If a connection value is set, the altar will trigger all objects
934 with the same value, when activated. This will only work once. 934 with the same value, when activated. This will only work once.
935 </attribute> 935 </attribute>
936 <attribute arch="sp" editor="spell" type="spell"> 936 <attribute arch="sp" editor="spell" type="spell">
937 When activated, this &lt;spell&gt; will be casted (once, on the player). 937 When activated, this &lt;spell&gt; will be casted (once, on the player).
1317 <attribute arch="no_pick" value="1" type="fixed" /> 1317 <attribute arch="no_pick" value="1" type="fixed" />
1318 <attribute arch="weight" editor="press weight" type="int"> 1318 <attribute arch="weight" editor="press weight" type="int">
1319 The button is pressed (triggered), as soon as 1319 The button is pressed (triggered), as soon as
1320 &lt;press weigh&gt; gram are placed ontop of it. 1320 &lt;press weigh&gt; gram are placed ontop of it.
1321 </attribute> 1321 </attribute>
1322 <attribute arch="connected" editor="connection" type="int"> 1322 <attribute arch="connected" editor="connection" type="string">
1323 Every time the button is pressed or released, all objects 1323 Every time the button is pressed or released, all objects
1324 with the same &lt;connection&gt; value are activated. 1324 with the same &lt;connection&gt; value are activated.
1325 </attribute> 1325 </attribute>
1326 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1326 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1327 This text may describe the item. You can use this 1327 This text may describe the item. You can use this
1567 You can choose any of the existing arches. 1567 You can choose any of the existing arches.
1568 This field is ignored if the creator has items in inventory. In this case 1568 This field is ignored if the creator has items in inventory. In this case
1569 one of the inventory items is duplicated. The duplicated item is randomly 1569 one of the inventory items is duplicated. The duplicated item is randomly
1570 chosen from all items present. 1570 chosen from all items present.
1571 </attribute> 1571 </attribute>
1572 <attribute arch="connected" editor="connection" type="int"> 1572 <attribute arch="connected" editor="connection" type="string">
1573 Whenever the connection value is activated, 1573 Whenever the connection value is activated,
1574 the creator gets triggered. 1574 the creator gets triggered.
1575 </attribute> 1575 </attribute>
1576 &activate_on; 1576 &activate_on;
1577 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1577 <attribute arch="lifesave" editor="infinit uses" type="bool">
1623 <attribute arch="slaying" editor="match name" type="string"> 1623 <attribute arch="slaying" editor="match name" type="string">
1624 &lt;match name&gt; specifies the name of the object we are looking for. 1624 &lt;match name&gt; specifies the name of the object we are looking for.
1625 Actually it does also check for the &lt;key string&gt; in key-objects, 1625 Actually it does also check for the &lt;key string&gt; in key-objects,
1626 but for this case inventory checkers are often more powerful to use. 1626 but for this case inventory checkers are often more powerful to use.
1627 </attribute> 1627 </attribute>
1628 <attribute arch="connected" editor="connection" type="int"> 1628 <attribute arch="connected" editor="connection" type="string">
1629 When the detector is triggered, all objects with the same 1629 When the detector is triggered, all objects with the same
1630 connection value get activated. 1630 connection value get activated.
1631 </attribute> 1631 </attribute>
1632 <attribute arch="speed" editor="detection speed" type="float"> 1632 <attribute arch="speed" editor="detection speed" type="float">
1633 This value defines the time between two detector-checks. 1633 This value defines the time between two detector-checks.
1655 <use><![CDATA[ 1655 <use><![CDATA[
1656 The perl script gets passed an $activator object and can use the set/get/find/timer functions 1656 The perl script gets passed an $activator object and can use the set/get/find/timer functions
1657 to react to/trigger other objects. 1657 to react to/trigger other objects.
1658 ]]> 1658 ]]>
1659 </use> 1659 </use>
1660 <attribute arch="connected" editor="connection" type="int"> 1660 <attribute arch="connected" editor="connection" type="string">
1661 When the map script object is triggered, it will execute 1661 When the map script object is triggered, it will execute
1662 the perl script with the triggering object as $activator. 1662 the perl script with the triggering object as $activator.
1663 </attribute> 1663 </attribute>
1664 &activate_on; 1664 &activate_on;
1665 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text"> 1665 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1926 <attribute arch="level" editor="multiply factor" type="int"> 1926 <attribute arch="level" editor="multiply factor" type="int">
1927 The number of items in the target pile will be multiplied by the 1927 The number of items in the target pile will be multiplied by the
1928 &lt;multiply factor&gt;. If it is set to zero, all target objects 1928 &lt;multiply factor&gt;. If it is set to zero, all target objects
1929 will be destroyed. 1929 will be destroyed.
1930 </attribute> 1930 </attribute>
1931 <attribute arch="connected" editor="connection" type="int"> 1931 <attribute arch="connected" editor="connection" type="string">
1932 An activator (lever, altar, button, etc) with matching connection value 1932 An activator (lever, altar, button, etc) with matching connection value
1933 is able to trigger this duplicator. Be very careful that players cannot 1933 is able to trigger this duplicator. Be very careful that players cannot
1934 abuse it to create endless amounts of money or other valuable stuff! 1934 abuse it to create endless amounts of money or other valuable stuff!
1935 </attribute> 1935 </attribute>
1936 &activate_on; 1936 &activate_on;
2163 </use> 2163 </use>
2164 <attribute arch="no_pick" value="1" type="fixed" /> 2164 <attribute arch="no_pick" value="1" type="fixed" />
2165 <attribute arch="speed" value="1" type="float"> 2165 <attribute arch="speed" value="1" type="float">
2166 The speed of the gate affects how fast it is closing/opening. 2166 The speed of the gate affects how fast it is closing/opening.
2167 </attribute> 2167 </attribute>
2168 <attribute arch="connected" editor="connection" type="int"> 2168 <attribute arch="connected" editor="connection" type="string">
2169 Whenever the inventory checker is triggered, all objects with identical 2169 Whenever the inventory checker is triggered, all objects with identical
2170 &lt;connection&gt; value get activated. This only makes sense together with 2170 &lt;connection&gt; value get activated. This only makes sense together with
2171 &lt;blocking passage&gt; disabled. 2171 &lt;blocking passage&gt; disabled.
2172 </attribute> 2172 </attribute>
2173 <attribute arch="wc" editor="position state" type="int"> 2173 <attribute arch="wc" editor="position state" type="int">
2242 don't forget that some monsters are able to apply it. 2242 don't forget that some monsters are able to apply it.
2243 The ability to apply levers is rare among monsters - 2243 The ability to apply levers is rare among monsters -
2244 but vampires can do it for example.]]> 2244 but vampires can do it for example.]]>
2245 </use> 2245 </use>
2246 <attribute arch="no_pick" value="1" type="fixed" /> 2246 <attribute arch="no_pick" value="1" type="fixed" />
2247 <attribute arch="connected" editor="connection" type="int"> 2247 <attribute arch="connected" editor="connection" type="string">
2248 Every time the handle is applied, all objects 2248 Every time the handle is applied, all objects
2249 with the same &lt;connection&gt; value are activated. 2249 with the same &lt;connection&gt; value are activated.
2250 </attribute> 2250 </attribute>
2251 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2251 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2252 This text may describe the item. You can use this 2252 This text may describe the item. You can use this
2505 </attribute> 2505 </attribute>
2506 <attribute arch="last_sp" editor="match = having" type="bool"> 2506 <attribute arch="last_sp" editor="match = having" type="bool">
2507 Enabled means having that object is a match. 2507 Enabled means having that object is a match.
2508 Disabled means not having that object is a match. 2508 Disabled means not having that object is a match.
2509 </attribute> 2509 </attribute>
2510 <attribute arch="connected" editor="connection" type="int"> 2510 <attribute arch="connected" editor="connection" type="string">
2511 Whenever the inventory checker is triggered, all objects with identical 2511 Whenever the inventory checker is triggered, all objects with identical
2512 &lt;connection&gt; value get activated. This only makes sense together with 2512 &lt;connection&gt; value get activated. This only makes sense together with
2513 &lt;blocking passage&gt; disabled. 2513 &lt;blocking passage&gt; disabled.
2514 </attribute> 2514 </attribute>
2515 &movement_types_terrain; 2515 &movement_types_terrain;
2656 according to his conversation with a player. Mostly this means 2656 according to his conversation with a player. Mostly this means
2657 opening a gate or handing out some item, but you could be quite 2657 opening a gate or handing out some item, but you could be quite
2658 creative here.]]> 2658 creative here.]]>
2659 </use> 2659 </use>
2660 <attribute arch="no_pick" value="1" type="fixed" /> 2660 <attribute arch="no_pick" value="1" type="fixed" />
2661 <attribute arch="connected" editor="connection" type="int"> 2661 <attribute arch="connected" editor="connection" type="string">
2662 The Magic_ear will trigger all objects with the 2662 The Magic_ear will trigger all objects with the
2663 same connection value, every time it is activated. 2663 same connection value, every time it is activated.
2664 </attribute> 2664 </attribute>
2665 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> 2665 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2666 This textfield contains the keyword-matching-syntax. The text should 2666 This textfield contains the keyword-matching-syntax. The text should
2717 The wall will cast it's spells at level &lt;spell level&gt;. "level 1" 2717 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2718 walls cast spells at minimal strength. "level 100" walls cast deadly 2718 walls cast spells at minimal strength. "level 100" walls cast deadly
2719 spells. Arch default is level 1 - you should always set this value 2719 spells. Arch default is level 1 - you should always set this value
2720 to meet the overall difficulty of your map. 2720 to meet the overall difficulty of your map.
2721 </attribute> 2721 </attribute>
2722 <attribute arch="connected" editor="connection" type="int"> 2722 <attribute arch="connected" editor="connection" type="string">
2723 Every time the &lt;connection&gt; value is triggered, the wall will cast 2723 Every time the &lt;connection&gt; value is triggered, the wall will cast
2724 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2724 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2725 have much visible effect. 2725 have much visible effect.
2726 </attribute> 2726 </attribute>
2727 &activate_on; 2727 &activate_on;
2790 <attribute arch="slaying" editor="key string" type="string"> 2790 <attribute arch="slaying" editor="key string" type="string">
2791 The &lt;key string&gt; can be detected by inv. checkers/detectors. 2791 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2792 If the player already has a force with that &lt;key string&gt;, 2792 If the player already has a force with that &lt;key string&gt;,
2793 there won't be inserted a second one. 2793 there won't be inserted a second one.
2794 </attribute> 2794 </attribute>
2795 <attribute arch="connected" editor="connection" type="int"> 2795 <attribute arch="connected" editor="connection" type="string">
2796 When the detector is triggered, all objects with the same 2796 When the detector is triggered, all objects with the same
2797 connection value get activated. 2797 connection value get activated.
2798 </attribute> 2798 </attribute>
2799 <attribute arch="speed" editor="marking speed" type="float"> 2799 <attribute arch="speed" editor="marking speed" type="float">
2800 The &lt;marking speed&gt; defines how quickly it will mark something 2800 The &lt;marking speed&gt; defines how quickly it will mark something
3271 &lt;mood&gt; 'charm': Turns monster into a pet of person 3271 &lt;mood&gt; 'charm': Turns monster into a pet of person
3272 who triggers the square. This setting is not 3272 who triggers the square. This setting is not
3273 enabled for continous operation, you need to 3273 enabled for continous operation, you need to
3274 insert a &lt;connection&gt; value! 3274 insert a &lt;connection&gt; value!
3275 </attribute> 3275 </attribute>
3276 <attribute arch="connected" editor="connection" type="int"> 3276 <attribute arch="connected" editor="connection" type="string">
3277 This should only be set in combination with &lt;mood number&gt; 4. 3277 This should only be set in combination with &lt;mood number&gt; 4.
3278 Normally, monsters are affected by the mood floor as soon as they 3278 Normally, monsters are affected by the mood floor as soon as they
3279 step on it. But charming (monster -&gt; pet) is too powerful, 3279 step on it. But charming (monster -&gt; pet) is too powerful,
3280 so it needs to be activated. 3280 so it needs to be activated.
3281 3281
3405 3405
3406 If it is set to "player", any player stepping on the pedestal 3406 If it is set to "player", any player stepping on the pedestal
3407 is a match. Very useful if you want to open a gate for players 3407 is a match. Very useful if you want to open a gate for players
3408 but not for monsters. 3408 but not for monsters.
3409 </attribute> 3409 </attribute>
3410 <attribute arch="connected" editor="connection" type="int"> 3410 <attribute arch="connected" editor="connection" type="string">
3411 When the pedestal is triggered, all objects with the same 3411 When the pedestal is triggered, all objects with the same
3412 connection value get activated. 3412 connection value get activated.
3413 </attribute> 3413 </attribute>
3414 &move_on; 3414 &move_on;
3415</type> 3415</type>
3436 </use> 3436 </use>
3437 <attribute arch="no_pick" value="1" type="fixed" /> 3437 <attribute arch="no_pick" value="1" type="fixed" />
3438 <attribute arch="range" editor="spread radius" type="int"> 3438 <attribute arch="range" editor="spread radius" type="int">
3439 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1). 3439 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3440 </attribute> 3440 </attribute>
3441 <attribute arch="connected" editor="connection" type="int"> 3441 <attribute arch="connected" editor="connection" type="string">
3442 When a &lt;connection&gt; value is set, the pit can be opened/closed 3442 When a &lt;connection&gt; value is set, the pit can be opened/closed
3443 by activating the connection. 3443 by activating the connection.
3444 </attribute> 3444 </attribute>
3445 &activate_on; 3445 &activate_on;
3446 <attribute arch="hp" editor="destination X" type="int"> 3446 <attribute arch="hp" editor="destination X" type="int">
4072 Use signs and magic_mouths, plenty of them! Place magic_mouths to add 4072 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4073 some true roleplay feeling to your maps, support your storyline or give 4073 some true roleplay feeling to your maps, support your storyline or give
4074 hints about hidden secrets/dangers. Place signs to provide the player 4074 hints about hidden secrets/dangers. Place signs to provide the player
4075 with all kinds of useful information for getting along in your maps.]]> 4075 with all kinds of useful information for getting along in your maps.]]>
4076 </use> 4076 </use>
4077 <attribute arch="connected" editor="connection" type="int"> 4077 <attribute arch="connected" editor="connection" type="string">
4078 When a connection value is set, the message will be printed whenever 4078 When a connection value is set, the message will be printed whenever
4079 the connection is triggered. This should be used in combination with 4079 the connection is triggered. This should be used in combination with
4080 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4080 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4081 If activating your magic_mouth this way, the message will not only be 4081 If activating your magic_mouth this way, the message will not only be
4082 printed to one player, but all players on the current map. 4082 printed to one player, but all players on the current map.
4470 be transferred to the "default enter location" of the destined map. 4470 be transferred to the "default enter location" of the destined map.
4471 The latter can be set in the map-properties as "Enter X/Y". Though, 4471 The latter can be set in the map-properties as "Enter X/Y". Though,
4472 please DO NOT use that. It turned out to be a source for numerous 4472 please DO NOT use that. It turned out to be a source for numerous
4473 map-bugs. 4473 map-bugs.
4474 </attribute> 4474 </attribute>
4475 <attribute arch="connected" editor="connection" type="int"> 4475 <attribute arch="connected" editor="connection" type="string">
4476 If a connection value is set, the teleporter will be activated 4476 If a connection value is set, the teleporter will be activated
4477 whenever the connection is triggered. To use this properly, 4477 whenever the connection is triggered. To use this properly,
4478 &lt;activation speed&gt; must be zero. 4478 &lt;activation speed&gt; must be zero.
4479 </attribute> 4479 </attribute>
4480 &activate_on; 4480 &activate_on;
4509 Use gates to divide your maps into separated areas. After solving 4509 Use gates to divide your maps into separated areas. After solving
4510 area A, the player gains access to area B, and so on. Make your 4510 area A, the player gains access to area B, and so on. Make your
4511 maps more complex than "one-way".]]> 4511 maps more complex than "one-way".]]>
4512 </use> 4512 </use>
4513 <attribute arch="no_pick" value="1" type="fixed" /> 4513 <attribute arch="no_pick" value="1" type="fixed" />
4514 <attribute arch="connected" editor="connection" type="int"> 4514 <attribute arch="connected" editor="connection" type="string">
4515 Whenever the inventory checker is triggered, all objects with identical 4515 Whenever the inventory checker is triggered, all objects with identical
4516 &lt;connection&gt; value get activated. This only makes sense together with 4516 &lt;connection&gt; value get activated. This only makes sense together with
4517 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4517 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4518 after some time. 4518 after some time.
4519 </attribute> 4519 </attribute>
4586 </attribute> 4586 </attribute>
4587 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4587 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4588 This attribute defines what attacktype to use for direct damage when 4588 This attribute defines what attacktype to use for direct damage when
4589 the trap detonates. 4589 the trap detonates.
4590 </attribute> 4590 </attribute>
4591 <attribute arch="connected" editor="connection" type="int"> 4591 <attribute arch="connected" editor="connection" type="string">
4592 When the trap is detonated, all objects with the same 4592 When the trap is detonated, all objects with the same
4593 connection value get activated. 4593 connection value get activated.
4594 </attribute> 4594 </attribute>
4595 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> 4595 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4596 When the trap detonates, this text is displayed to the 4596 When the trap detonates, this text is displayed to the
4719 <attribute arch="slaying" editor="key string" type="string"> 4719 <attribute arch="slaying" editor="key string" type="string">
4720 The &lt;key string&gt; can be detected by inv. checkers/detectors. 4720 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4721 If the player already has a force with that &lt;key string&gt;, 4721 If the player already has a force with that &lt;key string&gt;,
4722 there won't be inserted a second one. 4722 there won't be inserted a second one.
4723 </attribute> 4723 </attribute>
4724 <attribute arch="connected" editor="connection" type="int"> 4724 <attribute arch="connected" editor="connection" type="string">
4725 Unlike a regular marker this is the connection that triggers this marker to activate. 4725 Unlike a regular marker this is the connection that triggers this marker to activate.
4726 </attribute> 4726 </attribute>
4727 <attribute arch="food" editor="mark duration" type="int"> 4727 <attribute arch="food" editor="mark duration" type="int">
4728 This value defines the duration of the force it inserts. 4728 This value defines the duration of the force it inserts.
4729 If nonzero, the duration of the player's mark is finite: 4729 If nonzero, the duration of the player's mark is finite:

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