ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra/res/types.xml
(Generate patch)

Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.61 by elmex, Tue Mar 9 15:20:01 2010 UTC vs.
Revision 1.62 by elmex, Fri Mar 19 21:38:15 2010 UTC

727 </attribute> 727 </attribute>
728 <attribute arch="unique" editor="unique" type="bool"> 728 <attribute arch="unique" editor="unique" type="bool">
729 Unique items exist only one time on a server. If the item 729 Unique items exist only one time on a server. If the item
730 is taken, lost or destroyed - it's gone for good. 730 is taken, lost or destroyed - it's gone for good.
731 </attribute> 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.
736 </attribute>
732</default_type> 737</default_type>
733 738
734<!-- This ignorelist is for all system objects which are non pickable 739<!-- This ignorelist is for all system objects which are non pickable
735 and invisible. They don't interact with players at all. --> 740 and invisible. They don't interact with players at all. -->
736<ignore_list name="system_object"> 741<ignore_list name="system_object">
921 926
922<!--####################################################################--> 927<!--####################################################################-->
923<type number="18" name="Altar"> 928<type number="18" name="Altar">
924 <ignore> 929 <ignore>
925 <ignore_list name="non_pickable" /> 930 <ignore_list name="non_pickable" />
931 <attribute arch="connected"/>
926 </ignore> 932 </ignore>
927 <description><![CDATA[ 933 <description><![CDATA[
928 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,
929 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
930 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.
968 974
969<!--####################################################################--> 975<!--####################################################################-->
970<type number="31" name="Altar Trigger"> 976<type number="31" name="Altar Trigger">
971 <ignore> 977 <ignore>
972 <ignore_list name="non_pickable" /> 978 <ignore_list name="non_pickable" />
979 <attribute arch="connected"/>
973 </ignore> 980 </ignore>
974 <description><![CDATA[ 981 <description><![CDATA[
975 Altar_triggers work pretty much like normal altars 982 Altar_triggers work pretty much like normal altars
976 (drop sacrifice -> connection activated), except for the fact that 983 (drop sacrifice -> connection activated), except for the fact that
977 they reset after usage. Hence, altar_triggers can be used infinitely.]]> 984 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
1399 1406
1400<!--####################################################################--> 1407<!--####################################################################-->
1401<type number="92" name="Button"> 1408<type number="92" name="Button">
1402 <ignore> 1409 <ignore>
1403 <ignore_list name="non_pickable" /> 1410 <ignore_list name="non_pickable" />
1411 <attribute arch="connected"/>
1404 </ignore> 1412 </ignore>
1405 <description><![CDATA[ 1413 <description><![CDATA[
1406 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
1407 &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
1408 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
1649 1657
1650<!--####################################################################--> 1658<!--####################################################################-->
1651<type number="42" name="Creator"> 1659<type number="42" name="Creator">
1652 <ignore> 1660 <ignore>
1653 <ignore_list name="system_object" /> 1661 <ignore_list name="system_object" />
1662 <attribute arch="connected"/>
1654 </ignore> 1663 </ignore>
1655 <description><![CDATA[ 1664 <description><![CDATA[
1656 A creator is an object which creates another object when it 1665 A creator is an object which creates another object when it
1657 is triggered. The child object can be anything. Creators are 1666 is triggered. The child object can be anything. Creators are
1658 VERY useful for all kinds of map-mechanisms. They can even 1667 VERY useful for all kinds of map-mechanisms. They can even
1702 1711
1703<!--####################################################################--> 1712<!--####################################################################-->
1704<type number="51" name="Detector"> 1713<type number="51" name="Detector">
1705 <ignore> 1714 <ignore>
1706 <ignore_list name="system_object" /> 1715 <ignore_list name="system_object" />
1716 <attribute arch="connected"/>
1707 </ignore> 1717 </ignore>
1708 <description><![CDATA[ 1718 <description><![CDATA[
1709 Detectors work quite much like inv. checkers/pedestals: If the detector 1719 Detectors work quite much like inv. checkers/pedestals: If the detector
1710 finds a specific object, it toggles its connected value. 1720 finds a specific object, it toggles its connected value.
1711 <br><br> 1721 <br><br>
1743 1753
1744<!--####################################################################--> 1754<!--####################################################################-->
1745<type number="164" name="Map Script"> 1755<type number="164" name="Map Script">
1746 <ignore> 1756 <ignore>
1747 <ignore_list name="system_object" /> 1757 <ignore_list name="system_object" />
1758 <attribute arch="connected"/>
1748 </ignore> 1759 </ignore>
1749 <description><![CDATA[ 1760 <description><![CDATA[
1750 The map script object is a very special object that can react to connected 1761 The map script object is a very special object that can react to connected
1751 events and executes a perl script in the msg slot. 1762 events and executes a perl script in the msg slot.
1752 ]]> 1763 ]]>
1997 2008
1998<!--####################################################################--> 2009<!--####################################################################-->
1999<type number="83" name="Duplicator"> 2010<type number="83" name="Duplicator">
2000 <ignore> 2011 <ignore>
2001 <ignore_list name="system_object" /> 2012 <ignore_list name="system_object" />
2013 <attribute arch="connected"/>
2002 </ignore> 2014 </ignore>
2003 <description><![CDATA[ 2015 <description><![CDATA[
2004 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
2005 objects which lies somewhere on top of the duplicator. 2017 objects which lies somewhere on top of the duplicator.
2006 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;,
2255 2267
2256<!--####################################################################--> 2268<!--####################################################################-->
2257<type number="91" name="Gate"> 2269<type number="91" name="Gate">
2258 <ignore> 2270 <ignore>
2259 <ignore_list name="non_pickable" /> 2271 <ignore_list name="non_pickable" />
2272 <attribute arch="connected"/>
2260 </ignore> 2273 </ignore>
2261 <description><![CDATA[ 2274 <description><![CDATA[
2262 Gates play an important role in Deliantra. Gates can be opened 2275 Gates play an important role in Deliantra. Gates can be opened
2263 by activating a button/trigger, by speaking passwords (-> magic_ear) 2276 by activating a button/trigger, by speaking passwords (-> magic_ear)
2264 or carrying special key-objects (-> inventory checker). 2277 or carrying special key-objects (-> inventory checker).
2339 2352
2340<!--####################################################################--> 2353<!--####################################################################-->
2341<type number="93" name="Handle"> 2354<type number="93" name="Handle">
2342 <ignore> 2355 <ignore>
2343 <ignore_list name="non_pickable" /> 2356 <ignore_list name="non_pickable" />
2357 <attribute arch="connected"/>
2344 </ignore> 2358 </ignore>
2345 <description><![CDATA[ 2359 <description><![CDATA[
2346 A handle can be applied by players and (certain) monsters. 2360 A handle can be applied by players and (certain) monsters.
2347 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.]]>
2348 </description> 2362 </description>
2568 2582
2569<!--####################################################################--> 2583<!--####################################################################-->
2570<type number="64" name="Inventory Checker"> 2584<type number="64" name="Inventory Checker">
2571 <ignore> 2585 <ignore>
2572 <ignore_list name="system_object" /> 2586 <ignore_list name="system_object" />
2587 <attribute arch="connected"/>
2573 </ignore> 2588 </ignore>
2574 <description><![CDATA[ 2589 <description><![CDATA[
2575 Inventory checkers passively check the players inventory for a 2590 Inventory checkers passively check the players inventory for a
2576 specific object. You can set a connected value that is triggered 2591 specific object. You can set a connected value that is triggered
2577 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
2752 2767
2753<!--####################################################################--> 2768<!--####################################################################-->
2754<type number="29" name="Magic Ear"> 2769<type number="29" name="Magic Ear">
2755 <ignore> 2770 <ignore>
2756 <ignore_list name="system_object" /> 2771 <ignore_list name="system_object" />
2772 <attribute arch="connected"/>
2757 </ignore> 2773 </ignore>
2758 <description><![CDATA[ 2774 <description><![CDATA[
2759 Magic_ears trigger a connected value 2775 Magic_ears trigger a connected value
2760 when the player speaks a specific keyword.]]> 2776 when the player speaks a specific keyword.]]>
2761 </description> 2777 </description>
2791 2807
2792<!--####################################################################--> 2808<!--####################################################################-->
2793<type number="62" name="Magic Wall"> 2809<type number="62" name="Magic Wall">
2794 <ignore> 2810 <ignore>
2795 <ignore_list name="non_pickable" /> 2811 <ignore_list name="non_pickable" />
2812 <attribute arch="connected"/>
2796 </ignore> 2813 </ignore>
2797 <description><![CDATA[ 2814 <description><![CDATA[
2798 Magic walls fire spells in a given direction, in regular intervals. 2815 Magic walls fire spells in a given direction, in regular intervals.
2799 Magic walls can contain any spell. However, some spells do not 2816 Magic walls can contain any spell. However, some spells do not
2800 operate very successfully in them. The only way to know is to test 2817 operate very successfully in them. The only way to know is to test
2877 2894
2878<!--####################################################################--> 2895<!--####################################################################-->
2879<type number="55" name="Marker"> 2896<type number="55" name="Marker">
2880 <ignore> 2897 <ignore>
2881 <ignore_list name="system_object" /> 2898 <ignore_list name="system_object" />
2899 <attribute arch="connected"/>
2882 </ignore> 2900 </ignore>
2883 <description><![CDATA[ 2901 <description><![CDATA[
2884 A marker is an object that inserts an invisible force (a mark) into a 2902 A marker is an object that inserts an invisible force (a mark) into a
2885 player stepping on it. This force does nothing except containing a 2903 player stepping on it. This force does nothing except containing a
2886 &lt;key string&gt; which can be discovered by detectors or inventory 2904 &lt;key string&gt; which can be discovered by detectors or inventory
3347 3365
3348<!--####################################################################--> 3366<!--####################################################################-->
3349<type number="65" name="Mood Floor"> 3367<type number="65" name="Mood Floor">
3350 <ignore> 3368 <ignore>
3351 <ignore_list name="system_object" /> 3369 <ignore_list name="system_object" />
3370 <attribute arch="connected"/>
3352 </ignore> 3371 </ignore>
3353 <description><![CDATA[ 3372 <description><![CDATA[
3354 As the name implies, mood floors can change the "mood" of 3373 As the name implies, mood floors can change the "mood" of
3355 a monsters/NPC. For example, an unagressive monster could be 3374 a monsters/NPC. For example, an unagressive monster could be
3356 turned mad to start attacking. Similar, an agressive monster 3375 turned mad to start attacking. Similar, an agressive monster
3495 3514
3496<!--####################################################################--> 3515<!--####################################################################-->
3497<type number="17" name="Pedestal"> 3516<type number="17" name="Pedestal">
3498 <ignore> 3517 <ignore>
3499 <ignore_list name="non_pickable" /> 3518 <ignore_list name="non_pickable" />
3519 <attribute arch="connected"/>
3500 </ignore> 3520 </ignore>
3501 <description><![CDATA[ 3521 <description><![CDATA[
3502 Pedestals are designed to detect certain types of living objects. 3522 Pedestals are designed to detect certain types of living objects.
3503 When a predefined type of living creature steps on the pedestal, the 3523 When a predefined type of living creature steps on the pedestal, the
3504 connected value is triggered.]]> 3524 connected value is triggered.]]>
3546 3566
3547<!--####################################################################--> 3567<!--####################################################################-->
3548<type number="19" name="Item Match"> 3568<type number="19" name="Item Match">
3549 <ignore> 3569 <ignore>
3550 <ignore_list name="non_pickable" /> 3570 <ignore_list name="non_pickable" />
3571 <attribute arch="connected"/>
3551 </ignore> 3572 </ignore>
3552 <description><![CDATA[ 3573 <description><![CDATA[
3553 Match objects use the deliantra matching language 3574 Match objects use the deliantra matching language
3554 (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm) 3575 (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
3555 to match items on the same mapspace (if move_on/off are unset) or 3576 to match items on the same mapspace (if move_on/off are unset) or
3582 3603
3583<!--####################################################################--> 3604<!--####################################################################-->
3584<type number="94" name="Pit"> 3605<type number="94" name="Pit">
3585 <ignore> 3606 <ignore>
3586 <ignore_list name="non_pickable" /> 3607 <ignore_list name="non_pickable" />
3608 <attribute arch="connected"/>
3587 </ignore> 3609 </ignore>
3588 <description><![CDATA[ 3610 <description><![CDATA[
3589 Pits are holes, transporting the player when he walks (and falls) into them. 3611 Pits are holes, transporting the player when he walks (and falls) into them.
3590 A speciality about pits is that they don't transport the player to 3612 A speciality about pits is that they don't transport the player to
3591 the exact destination, but within a configurable radius of the destination 3613 the exact destination, but within a configurable radius of the destination
4225 4247
4226<!--####################################################################--> 4248<!--####################################################################-->
4227<type number="98" name="Sign &amp; MagicMouth"> 4249<type number="98" name="Sign &amp; MagicMouth">
4228 <ignore> 4250 <ignore>
4229 <ignore_list name="non_pickable" /> 4251 <ignore_list name="non_pickable" />
4252 <attribute arch="connected"/>
4230 </ignore> 4253 </ignore>
4231 <description><![CDATA[ 4254 <description><![CDATA[
4232 The purpose of a sign or magic_mouth is to display a certain message to 4255 The purpose of a sign or magic_mouth is to display a certain message to
4233 the player. There are three ways to have the player get this message: 4256 the player. There are three ways to have the player get this message:
4234 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply 4257 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4571 4594
4572<!--####################################################################--> 4595<!--####################################################################-->
4573<type number="41" name="Teleporter"> 4596<type number="41" name="Teleporter">
4574 <ignore> 4597 <ignore>
4575 <ignore_list name="non_pickable" /> 4598 <ignore_list name="non_pickable" />
4599 <attribute arch="connected"/>
4576 </ignore> 4600 </ignore>
4577 <description><![CDATA[ 4601 <description><![CDATA[
4578 When the player walks into a teleporter, he is transferred to a 4602 When the player walks into a teleporter, he is transferred to a
4579 different location. The main difference to the object-type exit 4603 different location. The main difference to the object-type exit
4580 is the possibility to have teleporters connected to levers/buttons/etc. 4604 is the possibility to have teleporters connected to levers/buttons/etc.
4659 4683
4660<!--####################################################################--> 4684<!--####################################################################-->
4661<type number="26" name="Timed Gate"> 4685<type number="26" name="Timed Gate">
4662 <ignore> 4686 <ignore>
4663 <ignore_list name="non_pickable" /> 4687 <ignore_list name="non_pickable" />
4688 <attribute arch="connected"/>
4664 </ignore> 4689 </ignore>
4665 <description><![CDATA[ 4690 <description><![CDATA[
4666 Gates play an important role in Deliantra. Gates can be opened 4691 Gates play an important role in Deliantra. Gates can be opened
4667 by activating a button/trigger, by speaking passwords (-> magic_ear) 4692 by activating a button/trigger, by speaking passwords (-> magic_ear)
4668 or carrying special key-objects (-> inventory checker). 4693 or carrying special key-objects (-> inventory checker).
4713 <attribute arch="name_pl" /> 4738 <attribute arch="name_pl" />
4714 <attribute arch="weight" /> 4739 <attribute arch="weight" />
4715 <attribute arch="value" /> 4740 <attribute arch="value" />
4716 <attribute arch="material" /> 4741 <attribute arch="material" />
4717 <attribute arch="unpaid" /> 4742 <attribute arch="unpaid" />
4743 <attribute arch="connected"/>
4718 </ignore> 4744 </ignore>
4719 <description><![CDATA[ 4745 <description><![CDATA[
4720 A trap is a object that can either do damage or trigger another connected object 4746 A trap is a object that can either do damage or trigger another connected object
4721 when detonated. Traps are like runes except they are not magical in nature, 4747 when detonated. Traps are like runes except they are not magical in nature,
4722 and generally have either a physical attack or trigger a reaction. 4748 and generally have either a physical attack or trigger a reaction.
4858 4884
4859<!--####################################################################--> 4885<!--####################################################################-->
4860<type number="52" name="Trigger Marker"> 4886<type number="52" name="Trigger Marker">
4861 <ignore> 4887 <ignore>
4862 <ignore_list name="system_object" /> 4888 <ignore_list name="system_object" />
4889 <attribute arch="connected"/>
4863 </ignore> 4890 </ignore>
4864 <description><![CDATA[ 4891 <description><![CDATA[
4865 A trigger marker is an object that inserts an invisible force (a mark) into a 4892 A trigger marker is an object that inserts an invisible force (a mark) into a
4866 player stepping on it WHEN TRIGGERED. This force does nothing except containing a 4893 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4867 &lt;key string&gt; which can be discovered by detectors or inventory 4894 &lt;key string&gt; which can be discovered by detectors or inventory

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines