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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.47 by elmex, Tue Jan 20 11:07:21 2009 UTC vs.
Revision 1.59 by root, Thu Nov 5 14:46:39 2009 UTC

101 length CDATA #IMPLIED 101 length CDATA #IMPLIED
102 true CDATA #IMPLIED 102 true CDATA #IMPLIED
103 false CDATA #IMPLIED> 103 false CDATA #IMPLIED>
104 104
105 <!ENTITY move_on " 105 <!ENTITY move_on "
106 <attribute arch='move_on' editor='movement type' type='movement_type'> 106 <attribute arch='move_on' editor='movement on' type='movement_type'>
107 Which movement types automatically (as opposed to manually) activate this object. 107 Which movement types automatically (as opposed to manually) activate this object.
108 </attribute> 108 </attribute>
109 "> 109 ">
110 <!ENTITY move_off " 110 <!ENTITY move_off "
111 <attribute arch='move_off' editor='movement type' type='movement_type'> 111 <attribute arch='move_off' editor='movement off' type='movement_type'>
112 Which movement types deactivate this object (e.g. button). 112 Which movement types deactivate this object (e.g. button).
113 </attribute> 113 </attribute>
114 "> 114 ">
115 <!ENTITY move_type " 115 <!ENTITY move_type "
116 <attribute arch='move_type' editor='movement type' type='movement_type'> 116 <attribute arch='move_type' editor='movement type' type='movement_type'>
117 Determines which kinds of movement this object can use (e.g. for monsters) 117 Determines which kinds of movement this object can use (e.g. for monsters)
118 or grants (e.g. for amulets). 118 or grants (e.g. for amulets).
119 </attribute> 119 </attribute>
120 "> 120 ">
121 <!ENTITY movement_types_terrain " 121 <!ENTITY move_block "
122 <attribute arch='move_block' editor='blocked movement' type='movement_type'> 122 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
123 Objects using these movement types cannot move over this space. 123 Objects using these movement types cannot move over this space.
124 </attribute> 124 </attribute>
125 ">
126 <!ENTITY movement_types_terrain "
127 &move_block;
125 <attribute arch='move_allow' editor='allowed movement' type='movement_type'> 128 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
126 Objects using these movement types are allowed to move over this space. Takes 129 Objects using these movement types are allowed to move over this space. Takes
127 precedence over 'blocked movements'. 130 precedence over 'blocked movements'.
128 </attribute> 131 </attribute>
129 <attribute arch='move_slow' editor='slowed movement' type='movement_type'> 132 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
349 &player_res_desc; 352 &player_res_desc;
350 </attribute> 353 </attribute>
351 </section> 354 </section>
352 "> 355 ">
353 356
357 <!ENTITY match_compat "
358 If the string starts with 'match ', then it is interpreted
359 as a match expression (e.g. 'match type=POTION', or 'match type=SPELL
360 in applied type=CONTAINER in inv in originator'). For details, see
361 http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm
362 ">
354]> 363]>
355 364
356<types> 365<types>
357 366
358<!--###################### bitmask definitions ######################--> 367<!--###################### bitmask definitions ######################-->
468 <entry value="0" name="furious" /> 477 <entry value="0" name="furious" />
469 <entry value="1" name="angry" /> 478 <entry value="1" name="angry" />
470 <entry value="2" name="calm" /> 479 <entry value="2" name="calm" />
471 <entry value="3" name="sleep" /> 480 <entry value="3" name="sleep" />
472 <entry value="4" name="charm" /> 481 <entry value="4" name="charm" />
482 <entry value="5" name="destroy monster" />
483 <entry value="6" name="destroy pet" />
473</list> 484</list>
474 485
475<list name="potion_effect"> 486<list name="potion_effect">
476 <entry value="0" name="&lt;none&gt;" /> 487 <entry value="0" name="&lt;none&gt;" />
477 <entry value="65536" name="life restoration" /> 488 <entry value="65536" name="life restoration" />
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">
846 857
847<!--####################################################################--> 858<!--####################################################################-->
848 859
849<type number="81" name="Torch"> 860<type number="81" name="Torch">
850 <description><![CDATA[ 861 <description><![CDATA[
851 Torches are a special kind of Lamp, they are worn out by repeatedly 862 Torches are a special kind of Lamp that offer the option of lighting them
852 lightening them up (when the is_lightable flag is set) and otherwise 863 up without using a lighter (These torches are usually
853 they can only be used once.]]> 864 called 'pyrophor torches'. See also the 'reignitable' setting).
865 The other kind of torches, that are reignitable, can be put out and
866 put on again using a lighter.]]>
854 </description> 867 </description>
868 <attribute arch="is_lightable" editor="reignitable" type="bool">
869 This flag controls whether the torch can be lit up again using
870 a lighter or whether it can only be used once, in which case
871 they can be enabled by simply applying them without any special tools.
872 </attribute>
855 <attribute arch="food" editor="burning duration" type="int"> 873 <attribute arch="food" editor="burning duration" type="int">
856 This field specifies the burning duration of the torch. 874 This field specifies the burning duration of the torch.
857 </attribute> 875 </attribute>
858 <attribute arch="range" editor="enabled glow radius" type="int"> 876 <attribute arch="range" editor="enabled glow radius" type="int">
859 This field sets the glow radius of the torch if it is enabled. 877 This field sets the glow radius of the torch if it is enabled.
914 This string specifies the item that must be put on the altar to 932 This string specifies the item that must be put on the altar to
915 activate it. It can either be the name of an archetype, or directly 933 activate it. It can either be the name of an archetype, or directly
916 the name of an object. Yet, titles are not recognized by altars. 934 the name of an object. Yet, titles are not recognized by altars.
917 If you want the player to have to drop a specific amount of money use "money". 935 If you want the player to have to drop a specific amount of money use "money".
918 See also the "drop amount" attribute. 936 See also the "drop amount" attribute.
937 &match_compat;
919 </attribute> 938 </attribute>
920 <attribute arch="food" editor="drop amount" type="int"> 939 <attribute arch="food" editor="drop amount" type="int">
921 The drop amount specifies the amount of items (specified 940 The drop amount specifies the amount of items (specified
922 in &lt;match item name&gt;) that must be dropped to activate the altar. 941 in &lt;match item name&gt;) that must be dropped to activate the altar.
923 942
969 This string specifies the item that must be put on the altar to 988 This string specifies the item that must be put on the altar to
970 activate it. It can either be the name of an archetype, or directly 989 activate it. It can either be the name of an archetype, or directly
971 the name of an object. Yet, titles are not recognized by altars. 990 the name of an object. Yet, titles are not recognized by altars.
972 If you want the player to have to drop a specific amount of money use "money". 991 If you want the player to have to drop a specific amount of money use "money".
973 See also the "drop amount" attribute. 992 See also the "drop amount" attribute.
993 &match_compat;
974 </attribute> 994 </attribute>
975 <attribute arch="food" editor="drop amount" type="int"> 995 <attribute arch="food" editor="drop amount" type="int">
976 The drop amount specifies the amount of items (specified 996 The drop amount specifies the amount of items (specified
977 in &lt;match item name&gt;) that must be dropped to activate the altar. 997 in &lt;match item name&gt;) that must be dropped to activate the altar.
978 998
1278 item with by using a skill. 1298 item with by using a skill.
1279 </attribute> 1299 </attribute>
1280</type> 1300</type>
1281 1301
1282<!--####################################################################--> 1302<!--####################################################################-->
1303<type number="110" name="Inscribable">
1304 <description><![CDATA[
1305 Inscribable Item - when inscribed, it becomes another object.]]>
1306 </description>
1307 <attribute arch="startequip" editor="godgiven item" type="bool">
1308 A godgiven item vanishes as soon as the player
1309 drops it to the ground.
1310 </attribute>
1311 <attribute arch="unique" editor="unique item" type="bool">
1312 Unique items exist only one time on a server. If the item
1313 is taken, lost or destroyed - it's gone for good.
1314 </attribute>
1315 <attribute arch="other_arch" editor="book/scroll arch" type="string">
1316 This is the item created after being inscribed - scrolls are treated
1317 like spell scrolls, all else will have it's message replaced.
1318 </attribute>
1319</type>
1320
1321<!--####################################################################-->
1283<type number="99" name="Boots"> 1322<type number="99" name="Boots">
1284 <import_type name="Amulet" /> 1323 <import_type name="Amulet" />
1285 <description><![CDATA[ 1324 <description><![CDATA[
1286 Wearing boots, the object's stats will directly be inherited to 1325 Wearing boots, the object's stats will directly be inherited to
1287 the player. Usually enhancing his speed, or granting some minor 1326 the player. Usually enhancing his speed, or granting some minor
1625 <attribute arch="connected" editor="connection" type="string"> 1664 <attribute arch="connected" editor="connection" type="string">
1626 Whenever the connection value is activated, 1665 Whenever the connection value is activated,
1627 the creator gets triggered. 1666 the creator gets triggered.
1628 </attribute> 1667 </attribute>
1629 &activate_on; 1668 &activate_on;
1630 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1669 <attribute arch="lifesave" editor="unlimited uses" type="bool">
1631 If &lt;infinit uses&gt; is set, the creator will work 1670 If &lt;unlimited uses&gt; is set, the creator will work
1632 infinitely, regardless of the value in &lt;number of uses&gt;. 1671 infinitely, regardless of the value in &lt;number of uses&gt;.
1633 </attribute> 1672 </attribute>
1634 <attribute arch="speed" editor="speed" type="float"> 1673 <attribute arch="speed" editor="speed" type="float">
1635 When this field is set the creator will periodically create stuff 1674 When this field is set the creator will periodically create stuff
1636 (and will still do so when the connection is triggered). 1675 (and will still do so when the connection is triggered).
1661 Detectors work quite much like inv. checkers/pedestals: If the detector 1700 Detectors work quite much like inv. checkers/pedestals: If the detector
1662 finds a specific object, it toggles its connected value. 1701 finds a specific object, it toggles its connected value.
1663 <br><br> 1702 <br><br>
1664 What is "unique" about them, compared to inv. checkers/ pedestals? 1703 What is "unique" about them, compared to inv. checkers/ pedestals?
1665 - First, detectors check their square for a match periodically, not 1704 - First, detectors check their square for a match periodically, not
1705 instantly, so generate much higher server load
1666 instantly. Second, detectors check directly for object names. Third, 1706 Second, detectors check directly for object names. Third,
1667 detectors do not check the inventory of players/monsters.]]> 1707 detectors do not check the inventory of players/monsters.]]>
1668 </description> 1708 </description>
1669 <use><![CDATA[ 1709 <use>
1670 There is one major speciality about detectors: You can detect spells 1710 Best avoid this type at all costs, use a pedestal instead.
1671 blown over a detector! To detect a lighting bolt for example, set
1672 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1673 walls, this can be very useful for map-mechanisms.]]>
1674 </use> 1711 </use>
1675 <attribute arch="no_pick" value="1" type="fixed" /> 1712 <attribute arch="no_pick" value="1" type="fixed" />
1676 <attribute arch="slaying" editor="match name" type="string"> 1713 <attribute arch="slaying" editor="match name" type="string">
1677 &lt;match name&gt; specifies the name of the object we are looking for. 1714 &lt;match name&gt; specifies the name of the object we are looking for.
1678 Actually it does also check for the &lt;key string&gt; in key-objects, 1715 Actually it does also check for the &lt;key string&gt; in key-objects,
1700 <ignore> 1737 <ignore>
1701 <ignore_list name="system_object" /> 1738 <ignore_list name="system_object" />
1702 </ignore> 1739 </ignore>
1703 <description><![CDATA[ 1740 <description><![CDATA[
1704 The map script object is a very special object that can react to connected 1741 The map script object is a very special object that can react to connected
1705 events and executes a perl script. 1742 events and executes a perl script in the msg slot.
1706 ]]> 1743 ]]>
1707 </description> 1744 </description>
1708 <use><![CDATA[ 1745 <use><![CDATA[
1709 The perl script gets passed an $activator object and can use the set/get/find/timer functions 1746 The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions
1710 to react to/trigger other objects. 1747 to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.
1711 ]]> 1748 ]]>
1712 </use> 1749 </use>
1713 <attribute arch="connected" editor="connection" type="string"> 1750 <attribute arch="connected" editor="connection" type="string">
1714 When the map script object is triggered, it will execute 1751 When the map script object is triggered, it will execute
1715 the perl script with the triggering object as $activator. 1752 the perl script with the triggering object as $activator.
1918<type number="23" name="Door"> 1955<type number="23" name="Door">
1919 <ignore> 1956 <ignore>
1920 <ignore_list name="non_pickable" /> 1957 <ignore_list name="non_pickable" />
1921 </ignore> 1958 </ignore>
1922 <description><![CDATA[ 1959 <description><![CDATA[
1923 A door can be opened with a normal key. It also can be broken by attacking 1960 A door can be opened with any normal key. It also can be broken by attacking
1924 it, and it can be defeated with the lockpicking skill. If a door is 1961 it, and it can be defeated with the lockpicking skill. If a door is
1925 defeated, horizontally and vertically adjacent doors are automatically 1962 defeated, horizontally and vertically adjacent doors are automatically
1926 removed.]]> 1963 removed.]]>
1927 </description> 1964 </description>
1928 <attribute arch="no_pick" value="1" type="fixed" /> 1965 <attribute arch="no_pick" value="1" type="fixed" />
2127 If enabled, it is impossible for players to use prayers 2164 If enabled, it is impossible for players to use prayers
2128 on that spot. It also prevents players from saving. 2165 on that spot. It also prevents players from saving.
2129 </attribute> 2166 </attribute>
2130 <attribute arch="unique" editor="unique map" type="bool"> 2167 <attribute arch="unique" editor="unique map" type="bool">
2131 Unique floor means that any items dropped on that spot 2168 Unique floor means that any items dropped on that spot
2132 will be saved byond map reset. For permanent apartments, 2169 will be saved beyond map reset. For permanent apartments,
2133 all floor tiles must be set &lt;unique map&gt;. 2170 all floor tiles must be set &lt;unique map&gt;.
2134 </attribute> 2171 </attribute>
2135 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2172 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2136 This text may describe the object. 2173 This text may describe the object.
2137 </attribute> 2174 </attribute>
2171 If enabled, it is impossible for players to use prayers 2208 If enabled, it is impossible for players to use prayers
2172 on that spot. It also prevents players from saving. 2209 on that spot. It also prevents players from saving.
2173 </attribute> 2210 </attribute>
2174 <attribute arch="unique" editor="unique map" type="bool"> 2211 <attribute arch="unique" editor="unique map" type="bool">
2175 Unique floor means that any items dropped on that spot 2212 Unique floor means that any items dropped on that spot
2176 will be saved byond map reset. For permanent apartments, 2213 will be saved beyond map reset. For permanent apartments,
2177 all floor tiles must be set &lt;unique map&gt;. 2214 all floor tiles must be set &lt;unique map&gt;.
2178 </attribute> 2215 </attribute>
2179 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2216 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2180 This text may describe the object. 2217 This text may describe the object.
2181 </attribute> 2218 </attribute>
2390 If enabled, it is impossible for players to use prayers 2427 If enabled, it is impossible for players to use prayers
2391 on that spot. It also prevents players from saving. 2428 on that spot. It also prevents players from saving.
2392 </attribute> 2429 </attribute>
2393 <attribute arch="unique" editor="unique map" type="bool"> 2430 <attribute arch="unique" editor="unique map" type="bool">
2394 Unique floor means that any items dropped on that spot 2431 Unique floor means that any items dropped on that spot
2395 will be saved byond map reset. For permanent apartments, 2432 will be saved beyond map reset. For permanent apartments,
2396 all floor tiles must be set &lt;unique map&gt;. 2433 all floor tiles must be set &lt;unique map&gt;.
2397 </attribute> 2434 </attribute>
2398</type> 2435</type>
2399 2436
2400<!--####################################################################--> 2437<!--####################################################################-->
2425<type number="56" name="Holy Altar"> 2462<type number="56" name="Holy Altar">
2426 <ignore> 2463 <ignore>
2427 <ignore_list name="non_pickable" /> 2464 <ignore_list name="non_pickable" />
2428 </ignore> 2465 </ignore>
2429 <description><![CDATA[ 2466 <description><![CDATA[
2430 Holy_altars are altars for the various religions. Praying 2467 Holy Altars are altars for the various religions. Praying
2431 at a Holy_altar will make you a follower of that god, and 2468 at a Holy_altar will make you a follower of that god, and
2432 if you already follow that god, you may get some extra bonus.]]> 2469 if you already follow that god, you may get some extra bonus.]]>
2433 </description> 2470 </description>
2434 <attribute arch="no_pick" value="1" type="fixed" /> 2471 <attribute arch="no_pick" value="1" type="fixed" />
2435 <attribute arch="other_arch" editor="god name" type="string"> 2472 <attribute arch="other_arch" editor="god name" type="string">
2668 &lt;key string&gt; in the special key, then the door is unlocked. 2705 &lt;key string&gt; in the special key, then the door is unlocked.
2669 It is VERY important to set the &lt;key string&gt; to something that 2706 It is VERY important to set the &lt;key string&gt; to something that
2670 is unique among the Deliantra mapset. 2707 is unique among the Deliantra mapset.
2671 2708
2672 DONT EVER USE the default string "set_individual_value". 2709 DONT EVER USE the default string "set_individual_value".
2710
2711 When the key string starts with "match ", then it is expected to
2712 be a match expression, which will be applied to the player, so
2713 you can use e.g. (match type=POTION in inv). Note that the matched
2714 object will be removed.
2673 </attribute> 2715 </attribute>
2674 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2716 <attribute arch="no_magic" editor="restrict spells" type="bool">
2675 Restricting the use of spells to pass this door. 2717 Restricting the use of spells to pass this door.
2676 This should be set in most cases. 2718 This should be set in most cases.
2677 (Don't forget that the spell "dimension door" is easily 2719 (Don't forget that the spell "dimension door" is easily
2821 </ignore> 2863 </ignore>
2822 <description><![CDATA[ 2864 <description><![CDATA[
2823 A marker is an object that inserts an invisible force (a mark) into a 2865 A marker is an object that inserts an invisible force (a mark) into a
2824 player stepping on it. This force does nothing except containing a 2866 player stepping on it. This force does nothing except containing a
2825 &lt;key string&gt; which can be discovered by detectors or inventory 2867 &lt;key string&gt; which can be discovered by detectors or inventory
2826 checkers. It is also possible to use markers for removing marks again. 2868 checkers. It is also possible to use markers for removing marks again
2869 (by setting the "name" slot to the name of the marker to be removed).
2827 <br><br> 2870 <br><br>
2828 Note that the player has no possibility to "see" his own marks, 2871 Note that the player has no possibility to "see" his own marks,
2829 except by the effect that they cause on the maps.]]> 2872 except by the effect that they cause on the maps.]]>
2830 </description> 2873 </description>
2831 <use><![CDATA[ 2874 <use><![CDATA[
3457 place where only fireborns can enter, by setting "slaying unnatural". 3500 place where only fireborns can enter, by setting "slaying unnatural".
3458 3501
3459 If it is set to "player", any player stepping on the pedestal 3502 If it is set to "player", any player stepping on the pedestal
3460 is a match. Very useful if you want to open a gate for players 3503 is a match. Very useful if you want to open a gate for players
3461 but not for monsters. 3504 but not for monsters.
3505
3506 &match_compat;
3462 </attribute> 3507 </attribute>
3463 <attribute arch="connected" editor="connection" type="string"> 3508 <attribute arch="connected" editor="connection" type="string">
3464 When the pedestal is triggered, all objects with the same 3509 When the pedestal is triggered, all objects with the same
3465 connection value get activated. 3510 connection value get activated.
3466 </attribute> 3511 </attribute>
3467 &move_on; 3512 &move_on;
3513</type>
3514
3515<!--####################################################################-->
3516<type number="32" name="Pedestal Trigger">
3517 <import_type name="Pedestal" />
3518 <ignore>
3519 <ignore_list name="non_pickable" />
3520 </ignore>
3521 <description><![CDATA[
3522 Pedestal triggers are pedestals which reset after a short period
3523 of time. Every time it is either applied or reset, the
3524 &lt;connection&gt; value is triggered.]]>
3525 </description>
3526</type>
3527
3528<!--####################################################################-->
3529<type number="19" name="Item Match">
3530 <ignore>
3531 <ignore_list name="non_pickable" />
3532 </ignore>
3533 <description><![CDATA[
3534 Match objects use the deliantra matching language
3535 (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
3536 to match items on the same mapspace (if move_on/off are unset) or
3537 items trying to enter (if move_blocked is set).
3538
3539 If a connected value is given, then it is triggered if the first object
3540 matching the expression is put on it, and the last is removed.]]>
3541 </description>
3542 <use><![CDATA[
3543 If you want to trigger something else (e.g. a gate) when an item is above this object,
3544 use the move_on/move_off settings.
3545
3546 If you want to keep something from entering if it has (or lacks) a specific item,
3547 use the move_blocked setting.]]>
3548 </use>
3549 <attribute arch="no_pick" value="1" type="fixed" />
3550 <attribute arch="slaying" editor="match expression" type="string">
3551 &match_compat;
3552
3553 Optionally you can leave out the "match " prefix.
3554 </attribute>
3555 <attribute arch="connected" editor="connection" type="string">
3556 When the match is triggered, all objects with the same
3557 connection value get activated.
3558 </attribute>
3559 &move_on;
3560 &move_off;
3561 &move_block;
3468</type> 3562</type>
3469 3563
3470<!--####################################################################--> 3564<!--####################################################################-->
3471<type number="94" name="Pit"> 3565<type number="94" name="Pit">
3472 <ignore> 3566 <ignore>
4751 <description><![CDATA[ 4845 <description><![CDATA[
4752 A trigger marker is an object that inserts an invisible force (a mark) into a 4846 A trigger marker is an object that inserts an invisible force (a mark) into a
4753 player stepping on it WHEN TRIGGERED. This force does nothing except containing a 4847 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4754 &lt;key string&gt; which can be discovered by detectors or inventory 4848 &lt;key string&gt; which can be discovered by detectors or inventory
4755 checkers. It is also possible to use markers for removing marks again. 4849 checkers. It is also possible to use markers for removing marks again.
4850 (by setting the "name" slot to the name of the marker to be removed).
4756 <br><br> 4851 <br><br>
4757 Note that the player has no possibility to "see" his own marks, 4852 Note that the player has no possibility to "see" his own marks,
4758 except by the effect that they cause on the maps.]]> 4853 except by the effect that they cause on the maps.]]>
4759 </description> 4854 </description>
4760 <use><![CDATA[ 4855 <use><![CDATA[

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