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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.45 by root, Thu Jan 8 03:05:17 2009 UTC vs.
Revision 1.52 by root, Wed Oct 21 00:16:24 2009 UTC

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 ######################-->
674 usually inevitable. 683 usually inevitable.
675 </attribute> 684 </attribute>
676 <attribute arch="glow_radius" editor="glow radius" type="int"> 685 <attribute arch="glow_radius" editor="glow radius" type="int">
677 If &lt;glow radius&gt; is set to a value greater zero, the object 686 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 687 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. 688 between 0 and 9, the higher, the more light does the object emit.
680 </attribute> 689 </attribute>
681 <attribute arch="material" editor="material" type="bitmask_material"> 690 <attribute arch="material" editor="material" type="bitmask_material">
682 This bitmask-value informs the player of which material(s) the 691 This bitmask-value informs the player of which material(s) the
683 object consists. Material does also affect how likely the object 692 object consists. Material does also affect how likely the object
684 can be destroyed by hazardous spell-effects. 693 can be destroyed by hazardous spell-effects.
692 Putting an invisible object under the floor always prevents it from being 701 Putting an invisible object under the floor always prevents it from being
693 shown. 702 shown.
694 </attribute> 703 </attribute>
695 <attribute arch="blocksview" editor="block view" type="bool"> 704 <attribute arch="blocksview" editor="block view" type="bool">
696 If an item is set to block view, players (and monsters) cannot 705 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. 706 see beyond it unless they cross it or manage to stand ontop.
698 </attribute> 707 </attribute>
699 <attribute arch="identified" editor="identified" type="bool"> 708 <attribute arch="identified" editor="identified" type="bool">
700 If an item is identified, the player has full knowledge about it. 709 If an item is identified, the player has full knowledge about it.
701 </attribute> 710 </attribute>
702 <attribute arch="unpaid" editor="unpaid" type="bool"> 711 <attribute arch="unpaid" editor="unpaid" type="bool">
843 Note that non-magical abilities are more dangerous because 852 Note that non-magical abilities are more dangerous because
844 magic resistance does not protect from those.</attribute> 853 magic resistance does not protect from those.</attribute>
845</type> 854</type>
846 855
847<!--####################################################################--> 856<!--####################################################################-->
857
858<type number="81" name="Torch">
859 <description><![CDATA[
860 Torches are a special kind of Lamp, they are worn out by repeatedly
861 lightening them up (when the is_lightable flag is set) and otherwise
862 they can only be used once.]]>
863 </description>
864 <attribute arch="food" editor="burning duration" type="int">
865 This field specifies the burning duration of the torch.
866 </attribute>
867 <attribute arch="range" editor="enabled glow radius" type="int">
868 This field sets the glow radius of the torch if it is enabled.
869 If you want to make a torch that is already burning set the
870 "glow radius" field.
871 </attribute>
872 <attribute arch="level" editor="level" type="int">
873 If this field specyfies the cursed effect's level. If it is
874 0 no cursed effect will be generate. See also the "cursed" flag.
875 </attribute>
876 <attribute arch="cursed" editor="cursed" type="bool">
877 Cursed torches, which have a level above 0, explode if the
878 player applies them.
879 </attribute>
880</type>
881
882<type number="82" name="Lamp">
883 <description><![CDATA[
884 Lamps are carryable light sources for players with a fuel tank.]]>
885 </description>
886 <attribute arch="speed" editor="burn speed" type="float">
887 This field is the speed of the lamp. (If the value 0.00208 is given
888 here the fuel field will specify the burning duration in minutes.)
889 </attribute>
890 <attribute arch="food" editor="fuel" type="int">
891 This field sets the burning duration of the lamp, which depends on the speed
892 field of this object.
893 </attribute>
894 <attribute arch="range" editor="enabled glow radius" type="int">
895 This field sets the glow radius of the lamp if it is enabled.
896 If you want to make a lamp that is already burning set the
897 "glow radius" field.
898 </attribute>
899 <attribute arch="level" editor="level" type="int">
900 If this field specyfies the cursed effect's level. If it is
901 0 no cursed effect will be generate. See also the "cursed" flag.
902 </attribute>
903 <attribute arch="cursed" editor="cursed" type="bool">
904 Cursed lamps, which have a level above 0, explode if the
905 player applies them.
906 </attribute>
907</type>
908
909<!--####################################################################-->
848<type number="18" name="Altar"> 910<type number="18" name="Altar">
849 <ignore> 911 <ignore>
850 <ignore_list name="non_pickable" /> 912 <ignore_list name="non_pickable" />
851 </ignore> 913 </ignore>
852 <description><![CDATA[ 914 <description><![CDATA[
861 This string specifies the item that must be put on the altar to 923 This string specifies the item that must be put on the altar to
862 activate it. It can either be the name of an archetype, or directly 924 activate it. It can either be the name of an archetype, or directly
863 the name of an object. Yet, titles are not recognized by altars. 925 the name of an object. Yet, titles are not recognized by altars.
864 If you want the player to have to drop a specific amount of money use "money". 926 If you want the player to have to drop a specific amount of money use "money".
865 See also the "drop amount" attribute. 927 See also the "drop amount" attribute.
928 &match_compat;
866 </attribute> 929 </attribute>
867 <attribute arch="food" editor="drop amount" type="int"> 930 <attribute arch="food" editor="drop amount" type="int">
868 The drop amount specifies the amount of items (specified 931 The drop amount specifies the amount of items (specified
869 in &lt;match item name&gt;) that must be dropped to activate the altar. 932 in &lt;match item name&gt;) that must be dropped to activate the altar.
870 933
916 This string specifies the item that must be put on the altar to 979 This string specifies the item that must be put on the altar to
917 activate it. It can either be the name of an archetype, or directly 980 activate it. It can either be the name of an archetype, or directly
918 the name of an object. Yet, titles are not recognized by altars. 981 the name of an object. Yet, titles are not recognized by altars.
919 If you want the player to have to drop a specific amount of money use "money". 982 If you want the player to have to drop a specific amount of money use "money".
920 See also the "drop amount" attribute. 983 See also the "drop amount" attribute.
984 &match_compat;
921 </attribute> 985 </attribute>
922 <attribute arch="food" editor="drop amount" type="int"> 986 <attribute arch="food" editor="drop amount" type="int">
923 The drop amount specifies the amount of items (specified 987 The drop amount specifies the amount of items (specified
924 in &lt;match item name&gt;) that must be dropped to activate the altar. 988 in &lt;match item name&gt;) that must be dropped to activate the altar.
925 989
1225 item with by using a skill. 1289 item with by using a skill.
1226 </attribute> 1290 </attribute>
1227</type> 1291</type>
1228 1292
1229<!--####################################################################--> 1293<!--####################################################################-->
1294<type number="110" name="Inscribable">
1295 <description><![CDATA[
1296 Inscribable Item - when inscribed, it becomes another object.]]>
1297 </description>
1298 <attribute arch="startequip" editor="godgiven item" type="bool">
1299 A godgiven item vanishes as soon as the player
1300 drops it to the ground.
1301 </attribute>
1302 <attribute arch="unique" editor="unique item" type="bool">
1303 Unique items exist only one time on a server. If the item
1304 is taken, lost or destroyed - it's gone for good.
1305 </attribute>
1306 <attribute arch="other_arch" editor="book/scroll arch" type="string">
1307 This is the item created after being inscribed - scrolls are treated
1308 like spell scrolls, all else will have it's message replaced.
1309 </attribute>
1310</type>
1311
1312<!--####################################################################-->
1230<type number="99" name="Boots"> 1313<type number="99" name="Boots">
1231 <import_type name="Amulet" /> 1314 <import_type name="Amulet" />
1232 <description><![CDATA[ 1315 <description><![CDATA[
1233 Wearing boots, the object's stats will directly be inherited to 1316 Wearing boots, the object's stats will directly be inherited to
1234 the player. Usually enhancing his speed, or granting some minor 1317 the player. Usually enhancing his speed, or granting some minor
1608 Detectors work quite much like inv. checkers/pedestals: If the detector 1691 Detectors work quite much like inv. checkers/pedestals: If the detector
1609 finds a specific object, it toggles its connected value. 1692 finds a specific object, it toggles its connected value.
1610 <br><br> 1693 <br><br>
1611 What is "unique" about them, compared to inv. checkers/ pedestals? 1694 What is "unique" about them, compared to inv. checkers/ pedestals?
1612 - First, detectors check their square for a match periodically, not 1695 - First, detectors check their square for a match periodically, not
1696 instantly, so generate much higher server load
1613 instantly. Second, detectors check directly for object names. Third, 1697 Second, detectors check directly for object names. Third,
1614 detectors do not check the inventory of players/monsters.]]> 1698 detectors do not check the inventory of players/monsters.]]>
1615 </description> 1699 </description>
1616 <use><![CDATA[ 1700 <use>
1617 There is one major speciality about detectors: You can detect spells 1701 Best avoid this type at all costs, use a pedestal instead.
1618 blown over a detector! To detect a lighting bolt for example, set
1619 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1620 walls, this can be very useful for map-mechanisms.]]>
1621 </use> 1702 </use>
1622 <attribute arch="no_pick" value="1" type="fixed" /> 1703 <attribute arch="no_pick" value="1" type="fixed" />
1623 <attribute arch="slaying" editor="match name" type="string"> 1704 <attribute arch="slaying" editor="match name" type="string">
1624 &lt;match name&gt; specifies the name of the object we are looking for. 1705 &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, 1706 Actually it does also check for the &lt;key string&gt; in key-objects,
1647 <ignore> 1728 <ignore>
1648 <ignore_list name="system_object" /> 1729 <ignore_list name="system_object" />
1649 </ignore> 1730 </ignore>
1650 <description><![CDATA[ 1731 <description><![CDATA[
1651 The map script object is a very special object that can react to connected 1732 The map script object is a very special object that can react to connected
1652 events and executes a perl script. 1733 events and executes a perl script in the msg slot.
1653 ]]> 1734 ]]>
1654 </description> 1735 </description>
1655 <use><![CDATA[ 1736 <use><![CDATA[
1656 The perl script gets passed an $activator object and can use the set/get/find/timer functions 1737 The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions
1657 to react to/trigger other objects. 1738 to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.
1658 ]]> 1739 ]]>
1659 </use> 1740 </use>
1660 <attribute arch="connected" editor="connection" type="string"> 1741 <attribute arch="connected" editor="connection" type="string">
1661 When the map script object is triggered, it will execute 1742 When the map script object is triggered, it will execute
1662 the perl script with the triggering object as $activator. 1743 the perl script with the triggering object as $activator.
2074 If enabled, it is impossible for players to use prayers 2155 If enabled, it is impossible for players to use prayers
2075 on that spot. It also prevents players from saving. 2156 on that spot. It also prevents players from saving.
2076 </attribute> 2157 </attribute>
2077 <attribute arch="unique" editor="unique map" type="bool"> 2158 <attribute arch="unique" editor="unique map" type="bool">
2078 Unique floor means that any items dropped on that spot 2159 Unique floor means that any items dropped on that spot
2079 will be saved byond map reset. For permanent apartments, 2160 will be saved beyond map reset. For permanent apartments,
2080 all floor tiles must be set &lt;unique map&gt;. 2161 all floor tiles must be set &lt;unique map&gt;.
2081 </attribute> 2162 </attribute>
2082 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2163 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2083 This text may describe the object. 2164 This text may describe the object.
2084 </attribute> 2165 </attribute>
2118 If enabled, it is impossible for players to use prayers 2199 If enabled, it is impossible for players to use prayers
2119 on that spot. It also prevents players from saving. 2200 on that spot. It also prevents players from saving.
2120 </attribute> 2201 </attribute>
2121 <attribute arch="unique" editor="unique map" type="bool"> 2202 <attribute arch="unique" editor="unique map" type="bool">
2122 Unique floor means that any items dropped on that spot 2203 Unique floor means that any items dropped on that spot
2123 will be saved byond map reset. For permanent apartments, 2204 will be saved beyond map reset. For permanent apartments,
2124 all floor tiles must be set &lt;unique map&gt;. 2205 all floor tiles must be set &lt;unique map&gt;.
2125 </attribute> 2206 </attribute>
2126 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2207 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2127 This text may describe the object. 2208 This text may describe the object.
2128 </attribute> 2209 </attribute>
2337 If enabled, it is impossible for players to use prayers 2418 If enabled, it is impossible for players to use prayers
2338 on that spot. It also prevents players from saving. 2419 on that spot. It also prevents players from saving.
2339 </attribute> 2420 </attribute>
2340 <attribute arch="unique" editor="unique map" type="bool"> 2421 <attribute arch="unique" editor="unique map" type="bool">
2341 Unique floor means that any items dropped on that spot 2422 Unique floor means that any items dropped on that spot
2342 will be saved byond map reset. For permanent apartments, 2423 will be saved beyond map reset. For permanent apartments,
2343 all floor tiles must be set &lt;unique map&gt;. 2424 all floor tiles must be set &lt;unique map&gt;.
2344 </attribute> 2425 </attribute>
2345</type> 2426</type>
2346 2427
2347<!--####################################################################--> 2428<!--####################################################################-->
2372<type number="56" name="Holy Altar"> 2453<type number="56" name="Holy Altar">
2373 <ignore> 2454 <ignore>
2374 <ignore_list name="non_pickable" /> 2455 <ignore_list name="non_pickable" />
2375 </ignore> 2456 </ignore>
2376 <description><![CDATA[ 2457 <description><![CDATA[
2377 Holy_altars are altars for the various religions. Praying 2458 Holy Altars are altars for the various religions. Praying
2378 at a Holy_altar will make you a follower of that god, and 2459 at a Holy_altar will make you a follower of that god, and
2379 if you already follow that god, you may get some extra bonus.]]> 2460 if you already follow that god, you may get some extra bonus.]]>
2380 </description> 2461 </description>
2381 <attribute arch="no_pick" value="1" type="fixed" /> 2462 <attribute arch="no_pick" value="1" type="fixed" />
2382 <attribute arch="other_arch" editor="god name" type="string"> 2463 <attribute arch="other_arch" editor="god name" type="string">
3404 place where only fireborns can enter, by setting "slaying unnatural". 3485 place where only fireborns can enter, by setting "slaying unnatural".
3405 3486
3406 If it is set to "player", any player stepping on the pedestal 3487 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 3488 is a match. Very useful if you want to open a gate for players
3408 but not for monsters. 3489 but not for monsters.
3490
3491 &match_compat;
3409 </attribute> 3492 </attribute>
3410 <attribute arch="connected" editor="connection" type="string"> 3493 <attribute arch="connected" editor="connection" type="string">
3411 When the pedestal is triggered, all objects with the same 3494 When the pedestal is triggered, all objects with the same
3412 connection value get activated. 3495 connection value get activated.
3413 </attribute> 3496 </attribute>
3414 &move_on; 3497 &move_on;
3498</type>
3499
3500<!--####################################################################-->
3501<type number="19" name="Item Match">
3502 <ignore>
3503 <ignore_list name="non_pickable" />
3504 </ignore>
3505 <description><![CDATA[
3506 Match objects use the deliantra matching language
3507 (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
3508 to match items on the same mapspace (if move_on/off are unset) or
3509 items trying to enter (if move_blocked is set).
3510
3511 If a connected value is given, then it is triggered if the first object
3512 matching the expression is put on it, and the last is removed.]]>
3513 </description>
3514 <use><![CDATA[
3515 If you want to trigger something else (e.g. a gate) when an item is above this object,
3516 use the move_on/move_off settings.
3517
3518 If you want to keep something from entering if it has (or lacks) a specific item,
3519 use the move_blocked setting.]]>
3520 </use>
3521 <attribute arch="no_pick" value="1" type="fixed" />
3522 <attribute arch="slaying" editor="match expression" type="string">
3523 &match_compat;
3524
3525 Optionally you can leave out the "match " prefix.
3526 </attribute>
3527 <attribute arch="connected" editor="connection" type="string">
3528 When the match is triggered, all objects with the same
3529 connection value get activated.
3530 </attribute>
3531 &move_on;
3532 &move_off;
3533 &move_block;
3415</type> 3534</type>
3416 3535
3417<!--####################################################################--> 3536<!--####################################################################-->
3418<type number="94" name="Pit"> 3537<type number="94" name="Pit">
3419 <ignore> 3538 <ignore>

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