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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.49 by root, Wed Oct 7 19:55:55 2009 UTC vs.
Revision 1.63 by elmex, Tue Mar 30 14:59:20 2010 UTC

101 length CDATA #IMPLIED 101 length CDATA #IMPLIED
102 true CDATA #IMPLIED 102 true CDATA #IMPLIED
103 false CDATA #IMPLIED> 103 false CDATA #IMPLIED>
104 104
105 <!ENTITY move_on " 105 <!ENTITY move_on "
106 <attribute arch='move_on' editor='movement type' type='movement_type'> 106 <attribute arch='move_on' editor='movement on' type='movement_type'>
107 Which movement types automatically (as opposed to manually) activate this object. 107 Which movement types automatically (as opposed to manually) activate this object.
108 </attribute> 108 </attribute>
109 "> 109 ">
110 <!ENTITY move_off " 110 <!ENTITY move_off "
111 <attribute arch='move_off' editor='movement type' type='movement_type'> 111 <attribute arch='move_off' editor='movement off' type='movement_type'>
112 Which movement types deactivate this object (e.g. button). 112 Which movement types deactivate this object (e.g. button).
113 </attribute> 113 </attribute>
114 "> 114 ">
115 <!ENTITY move_type " 115 <!ENTITY move_type "
116 <attribute arch='move_type' editor='movement type' type='movement_type'> 116 <attribute arch='move_type' editor='movement type' type='movement_type'>
117 Determines which kinds of movement this object can use (e.g. for monsters) 117 Determines which kinds of movement this object can use (e.g. for monsters)
118 or grants (e.g. for amulets). 118 or grants (e.g. for amulets).
119 </attribute> 119 </attribute>
120 "> 120 ">
121 <!ENTITY movement_types_terrain " 121 <!ENTITY move_block "
122 <attribute arch='move_block' editor='blocked movement' type='movement_type'> 122 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
123 Objects using these movement types cannot move over this space. 123 Objects using these movement types cannot move over this space.
124 </attribute> 124 </attribute>
125 ">
126 <!ENTITY movement_types_terrain "
127 &move_block;
125 <attribute arch='move_allow' editor='allowed movement' type='movement_type'> 128 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
126 Objects using these movement types are allowed to move over this space. Takes 129 Objects using these movement types are allowed to move over this space. Takes
127 precedence over 'blocked movements'. 130 precedence over 'blocked movements'.
128 </attribute> 131 </attribute>
129 <attribute arch='move_slow' editor='slowed movement' type='movement_type'> 132 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
349 &player_res_desc; 352 &player_res_desc;
350 </attribute> 353 </attribute>
351 </section> 354 </section>
352 "> 355 ">
353 356
357 <!ENTITY match_compat "
358 If the string starts with 'match ', then it is interpreted
359 as a match expression (e.g. 'match type=POTION', or 'match type=SPELL
360 in applied type=CONTAINER in inv in originator'). For details, see
361 http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm
362 ">
354]> 363]>
355 364
356<types> 365<types>
357 366
358<!--###################### bitmask definitions ######################--> 367<!--###################### bitmask definitions ######################-->
468 <entry value="0" name="furious" /> 477 <entry value="0" name="furious" />
469 <entry value="1" name="angry" /> 478 <entry value="1" name="angry" />
470 <entry value="2" name="calm" /> 479 <entry value="2" name="calm" />
471 <entry value="3" name="sleep" /> 480 <entry value="3" name="sleep" />
472 <entry value="4" name="charm" /> 481 <entry value="4" name="charm" />
482 <entry value="5" name="destroy monster" />
483 <entry value="6" name="destroy pet" />
473</list> 484</list>
474 485
475<list name="potion_effect"> 486<list name="potion_effect">
476 <entry value="0" name="&lt;none&gt;" /> 487 <entry value="0" name="&lt;none&gt;" />
477 <entry value="65536" name="life restoration" /> 488 <entry value="65536" name="life restoration" />
712 <attribute arch="sound_destroy" editor="destroy sound" type="string"> 723 <attribute arch="sound_destroy" editor="destroy sound" type="string">
713 The sound this objects makes when it is destroyed. Enter either a sound alias from 724 The sound this objects makes when it is destroyed. Enter either a sound alias from
714 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this 725 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
715 field it will point to sound/&lt;path&gt;.ext 726 field it will point to sound/&lt;path&gt;.ext
716 </attribute> 727 </attribute>
728 <attribute arch="unique" editor="unique" type="bool">
729 Unique items exist only one time on a server. If the item
730 is taken, lost or destroyed - it's gone for good.
731 </attribute>
732 <attribute arch="connected" editor="connection" type="string">
733 For "normal" objects the connected value is mainly used for scripting purposes.
734 You can write a string in this field that can be used from a Perl script (find_link function)
735 to find this object, or all objects that got this connected value.
736 </attribute>
717</default_type> 737</default_type>
718 738
719<!-- This ignorelist is for all system objects which are non pickable 739<!-- This ignorelist is for all system objects which are non pickable
720 and invisible. They don't interact with players at all. --> 740 and invisible. They don't interact with players at all. -->
721<ignore_list name="system_object"> 741<ignore_list name="system_object">
846 866
847<!--####################################################################--> 867<!--####################################################################-->
848 868
849<type number="81" name="Torch"> 869<type number="81" name="Torch">
850 <description><![CDATA[ 870 <description><![CDATA[
851 Torches are a special kind of Lamp, they are worn out by repeatedly 871 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 872 up without using a lighter (These torches are usually
853 they can only be used once.]]> 873 called 'pyrophor torches'. See also the 'reignitable' setting).
874 The other kind of torches, that are reignitable, can be put out and
875 put on again using a lighter.]]>
854 </description> 876 </description>
877 <attribute arch="is_lightable" editor="reignitable" type="bool">
878 This flag controls whether the torch can be lit up again using
879 a lighter or whether it can only be used once, in which case
880 they can be enabled by simply applying them without any special tools.
881 </attribute>
855 <attribute arch="food" editor="burning duration" type="int"> 882 <attribute arch="food" editor="burning duration" type="int">
856 This field specifies the burning duration of the torch. 883 This field specifies the burning duration of the torch.
857 </attribute> 884 </attribute>
858 <attribute arch="range" editor="enabled glow radius" type="int"> 885 <attribute arch="range" editor="enabled glow radius" type="int">
859 This field sets the glow radius of the torch if it is enabled. 886 This field sets the glow radius of the torch if it is enabled.
899 926
900<!--####################################################################--> 927<!--####################################################################-->
901<type number="18" name="Altar"> 928<type number="18" name="Altar">
902 <ignore> 929 <ignore>
903 <ignore_list name="non_pickable" /> 930 <ignore_list name="non_pickable" />
931 <attribute arch="connected"/>
904 </ignore> 932 </ignore>
905 <description><![CDATA[ 933 <description><![CDATA[
906 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,
907 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
908 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.
914 This string specifies the item that must be put on the altar to 942 This string specifies the item that must be put on the altar to
915 activate it. It can either be the name of an archetype, or directly 943 activate it. It can either be the name of an archetype, or directly
916 the name of an object. Yet, titles are not recognized by altars. 944 the name of an object. Yet, titles are not recognized by altars.
917 If you want the player to have to drop a specific amount of money use "money". 945 If you want the player to have to drop a specific amount of money use "money".
918 See also the "drop amount" attribute. 946 See also the "drop amount" attribute.
947 &match_compat;
919 </attribute> 948 </attribute>
920 <attribute arch="food" editor="drop amount" type="int"> 949 <attribute arch="food" editor="drop amount" type="int">
921 The drop amount specifies the amount of items (specified 950 The drop amount specifies the amount of items (specified
922 in &lt;match item name&gt;) that must be dropped to activate the altar. 951 in &lt;match item name&gt;) that must be dropped to activate the altar.
923 952
945 974
946<!--####################################################################--> 975<!--####################################################################-->
947<type number="31" name="Altar Trigger"> 976<type number="31" name="Altar Trigger">
948 <ignore> 977 <ignore>
949 <ignore_list name="non_pickable" /> 978 <ignore_list name="non_pickable" />
979 <attribute arch="connected"/>
950 </ignore> 980 </ignore>
951 <description><![CDATA[ 981 <description><![CDATA[
952 Altar_triggers work pretty much like normal altars 982 Altar_triggers work pretty much like normal altars
953 (drop sacrifice -> connection activated), except for the fact that 983 (drop sacrifice -> connection activated), except for the fact that
954 they reset after usage. Hence, altar_triggers can be used infinitely.]]> 984 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
969 This string specifies the item that must be put on the altar to 999 This string specifies the item that must be put on the altar to
970 activate it. It can either be the name of an archetype, or directly 1000 activate it. It can either be the name of an archetype, or directly
971 the name of an object. Yet, titles are not recognized by altars. 1001 the name of an object. Yet, titles are not recognized by altars.
972 If you want the player to have to drop a specific amount of money use "money". 1002 If you want the player to have to drop a specific amount of money use "money".
973 See also the "drop amount" attribute. 1003 See also the "drop amount" attribute.
1004 &match_compat;
974 </attribute> 1005 </attribute>
975 <attribute arch="food" editor="drop amount" type="int"> 1006 <attribute arch="food" editor="drop amount" type="int">
976 The drop amount specifies the amount of items (specified 1007 The drop amount specifies the amount of items (specified
977 in &lt;match item name&gt;) that must be dropped to activate the altar. 1008 in &lt;match item name&gt;) that must be dropped to activate the altar.
978 1009
1375 1406
1376<!--####################################################################--> 1407<!--####################################################################-->
1377<type number="92" name="Button"> 1408<type number="92" name="Button">
1378 <ignore> 1409 <ignore>
1379 <ignore_list name="non_pickable" /> 1410 <ignore_list name="non_pickable" />
1411 <attribute arch="connected"/>
1380 </ignore> 1412 </ignore>
1381 <description><![CDATA[ 1413 <description><![CDATA[
1382 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
1383 &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
1384 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
1521 container classes. 1553 container classes.
1522 </attribute> 1554 </attribute>
1523 <attribute arch="slaying" editor="key string" type="string"> 1555 <attribute arch="slaying" editor="key string" type="string">
1524 If &lt;key string&gt; is set, only players with a special key 1556 If &lt;key string&gt; is set, only players with a special key
1525 of matching &lt;key string&gt; are able to open the container. 1557 of matching &lt;key string&gt; are able to open the container.
1558
1559 When the key string starts with "match ", then it is expected to
1560 be a match expression, which will be applied to the player, so
1561 you can use e.g. (match type=POTION in inv). Note that the matched
1562 object will be removed.
1526 </attribute> 1563 </attribute>
1527 <attribute arch="container" editor="maximum weight" type="int"> 1564 <attribute arch="container" editor="maximum weight" type="int">
1528 The container can hold a maximum total weight of the given value 1565 The container can hold a maximum total weight of the given value
1529 in gram. Note that this weight limit is calculated *after* the 1566 in gram. Note that this weight limit is calculated *after* the
1530 weight reduction (&lt;reduce weight&gt;) has been applied. 1567 weight reduction (&lt;reduce weight&gt;) has been applied.
1620 1657
1621<!--####################################################################--> 1658<!--####################################################################-->
1622<type number="42" name="Creator"> 1659<type number="42" name="Creator">
1623 <ignore> 1660 <ignore>
1624 <ignore_list name="system_object" /> 1661 <ignore_list name="system_object" />
1662 <attribute arch="connected"/>
1625 </ignore> 1663 </ignore>
1626 <description><![CDATA[ 1664 <description><![CDATA[
1627 A creator is an object which creates another object when it 1665 A creator is an object which creates another object when it
1628 is triggered. The child object can be anything. Creators are 1666 is triggered. The child object can be anything. Creators are
1629 VERY useful for all kinds of map-mechanisms. They can even 1667 VERY useful for all kinds of map-mechanisms. They can even
1644 <attribute arch="connected" editor="connection" type="string"> 1682 <attribute arch="connected" editor="connection" type="string">
1645 Whenever the connection value is activated, 1683 Whenever the connection value is activated,
1646 the creator gets triggered. 1684 the creator gets triggered.
1647 </attribute> 1685 </attribute>
1648 &activate_on; 1686 &activate_on;
1649 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1687 <attribute arch="lifesave" editor="unlimited uses" type="bool">
1650 If &lt;infinit uses&gt; is set, the creator will work 1688 If &lt;unlimited uses&gt; is set, the creator will work
1651 infinitely, regardless of the value in &lt;number of uses&gt;. 1689 infinitely, regardless of the value in &lt;number of uses&gt;.
1652 </attribute> 1690 </attribute>
1653 <attribute arch="speed" editor="speed" type="float"> 1691 <attribute arch="speed" editor="speed" type="float">
1654 When this field is set the creator will periodically create stuff 1692 When this field is set the creator will periodically create stuff
1655 (and will still do so when the connection is triggered). 1693 (and will still do so when the connection is triggered).
1673 1711
1674<!--####################################################################--> 1712<!--####################################################################-->
1675<type number="51" name="Detector"> 1713<type number="51" name="Detector">
1676 <ignore> 1714 <ignore>
1677 <ignore_list name="system_object" /> 1715 <ignore_list name="system_object" />
1716 <attribute arch="connected"/>
1678 </ignore> 1717 </ignore>
1679 <description><![CDATA[ 1718 <description><![CDATA[
1680 Detectors work quite much like inv. checkers/pedestals: If the detector 1719 Detectors work quite much like inv. checkers/pedestals: If the detector
1681 finds a specific object, it toggles its connected value. 1720 finds a specific object, it toggles its connected value.
1682 <br><br> 1721 <br><br>
1683 What is "unique" about them, compared to inv. checkers/ pedestals? 1722 What is "unique" about them, compared to inv. checkers/ pedestals?
1684 - First, detectors check their square for a match periodically, not 1723 - First, detectors check their square for a match periodically, not
1724 instantly, so generate much higher server load
1685 instantly. Second, detectors check directly for object names. Third, 1725 Second, detectors check directly for object names. Third,
1686 detectors do not check the inventory of players/monsters.]]> 1726 detectors do not check the inventory of players/monsters.]]>
1687 </description> 1727 </description>
1688 <use><![CDATA[ 1728 <use>
1689 There is one major speciality about detectors: You can detect spells 1729 Best avoid this type at all costs, use a pedestal instead.
1690 blown over a detector! To detect a lighting bolt for example, set
1691 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1692 walls, this can be very useful for map-mechanisms.]]>
1693 </use> 1730 </use>
1694 <attribute arch="no_pick" value="1" type="fixed" /> 1731 <attribute arch="no_pick" value="1" type="fixed" />
1695 <attribute arch="slaying" editor="match name" type="string"> 1732 <attribute arch="slaying" editor="match name" type="string">
1696 &lt;match name&gt; specifies the name of the object we are looking for. 1733 &lt;match name&gt; specifies the name of the object we are looking for.
1697 Actually it does also check for the &lt;key string&gt; in key-objects, 1734 Actually it does also check for the &lt;key string&gt; in key-objects,
1716 1753
1717<!--####################################################################--> 1754<!--####################################################################-->
1718<type number="164" name="Map Script"> 1755<type number="164" name="Map Script">
1719 <ignore> 1756 <ignore>
1720 <ignore_list name="system_object" /> 1757 <ignore_list name="system_object" />
1758 <attribute arch="connected"/>
1721 </ignore> 1759 </ignore>
1722 <description><![CDATA[ 1760 <description><![CDATA[
1723 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
1724 events and executes a perl script. 1762 events and executes a perl script in the msg slot.
1725 ]]> 1763 ]]>
1726 </description> 1764 </description>
1727 <use><![CDATA[ 1765 <use><![CDATA[
1728 The perl script gets passed an $activator object and can use the set/get/find/timer functions 1766 The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions
1729 to react to/trigger other objects. 1767 to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.
1730 ]]> 1768 ]]>
1731 </use> 1769 </use>
1732 <attribute arch="connected" editor="connection" type="string"> 1770 <attribute arch="connected" editor="connection" type="string">
1733 When the map script object is triggered, it will execute 1771 When the map script object is triggered, it will execute
1734 the perl script with the triggering object as $activator. 1772 the perl script with the triggering object as $activator.
1937<type number="23" name="Door"> 1975<type number="23" name="Door">
1938 <ignore> 1976 <ignore>
1939 <ignore_list name="non_pickable" /> 1977 <ignore_list name="non_pickable" />
1940 </ignore> 1978 </ignore>
1941 <description><![CDATA[ 1979 <description><![CDATA[
1942 A door can be opened with a normal key. It also can be broken by attacking 1980 A door can be opened with any normal key. It also can be broken by attacking
1943 it, and it can be defeated with the lockpicking skill. If a door is 1981 it, and it can be defeated with the lockpicking skill. If a door is
1944 defeated, horizontally and vertically adjacent doors are automatically 1982 defeated, horizontally and vertically adjacent doors are automatically
1945 removed.]]> 1983 removed.]]>
1946 </description> 1984 </description>
1947 <attribute arch="no_pick" value="1" type="fixed" /> 1985 <attribute arch="no_pick" value="1" type="fixed" />
1970 2008
1971<!--####################################################################--> 2009<!--####################################################################-->
1972<type number="83" name="Duplicator"> 2010<type number="83" name="Duplicator">
1973 <ignore> 2011 <ignore>
1974 <ignore_list name="system_object" /> 2012 <ignore_list name="system_object" />
2013 <attribute arch="connected"/>
1975 </ignore> 2014 </ignore>
1976 <description><![CDATA[ 2015 <description><![CDATA[
1977 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
1978 objects which lies somewhere on top of the duplicator. 2017 objects which lies somewhere on top of the duplicator.
1979 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;,
2149 <attribute arch="unique" editor="unique map" type="bool"> 2188 <attribute arch="unique" editor="unique map" type="bool">
2150 Unique floor means that any items dropped on that spot 2189 Unique floor means that any items dropped on that spot
2151 will be saved beyond map reset. For permanent apartments, 2190 will be saved beyond map reset. For permanent apartments,
2152 all floor tiles must be set &lt;unique map&gt;. 2191 all floor tiles must be set &lt;unique map&gt;.
2153 </attribute> 2192 </attribute>
2193 <attribute arch="buildable" editor="buildable" type="bool">
2194 A buildable can be built upon. This is usually used in combination with
2195 the unique attribute for player apartments or guild storages. But it's
2196 use is not limited to private maps.
2197 </attribute>
2154 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2198 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2155 This text may describe the object. 2199 This text may describe the object.
2156 </attribute> 2200 </attribute>
2157</type> 2201</type>
2158 2202
2193 <attribute arch="unique" editor="unique map" type="bool"> 2237 <attribute arch="unique" editor="unique map" type="bool">
2194 Unique floor means that any items dropped on that spot 2238 Unique floor means that any items dropped on that spot
2195 will be saved beyond map reset. For permanent apartments, 2239 will be saved beyond map reset. For permanent apartments,
2196 all floor tiles must be set &lt;unique map&gt;. 2240 all floor tiles must be set &lt;unique map&gt;.
2197 </attribute> 2241 </attribute>
2242 <attribute arch="buildable" editor="buildable" type="bool">
2243 A buildable can be built upon. This is usually used in combination with
2244 the unique attribute for player apartments or guild storages. But it's
2245 use is not limited to private maps.
2246 </attribute>
2198 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2247 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2199 This text may describe the object. 2248 This text may describe the object.
2200 </attribute> 2249 </attribute>
2201</type> 2250</type>
2202 2251
2218 2267
2219<!--####################################################################--> 2268<!--####################################################################-->
2220<type number="91" name="Gate"> 2269<type number="91" name="Gate">
2221 <ignore> 2270 <ignore>
2222 <ignore_list name="non_pickable" /> 2271 <ignore_list name="non_pickable" />
2272 <attribute arch="connected"/>
2223 </ignore> 2273 </ignore>
2224 <description><![CDATA[ 2274 <description><![CDATA[
2225 Gates play an important role in Deliantra. Gates can be opened 2275 Gates play an important role in Deliantra. Gates can be opened
2226 by activating a button/trigger, by speaking passwords (-> magic_ear) 2276 by activating a button/trigger, by speaking passwords (-> magic_ear)
2227 or carrying special key-objects (-> inventory checker). 2277 or carrying special key-objects (-> inventory checker).
2302 2352
2303<!--####################################################################--> 2353<!--####################################################################-->
2304<type number="93" name="Handle"> 2354<type number="93" name="Handle">
2305 <ignore> 2355 <ignore>
2306 <ignore_list name="non_pickable" /> 2356 <ignore_list name="non_pickable" />
2357 <attribute arch="connected"/>
2307 </ignore> 2358 </ignore>
2308 <description><![CDATA[ 2359 <description><![CDATA[
2309 A handle can be applied by players and (certain) monsters. 2360 A handle can be applied by players and (certain) monsters.
2310 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.]]>
2311 </description> 2362 </description>
2444<type number="56" name="Holy Altar"> 2495<type number="56" name="Holy Altar">
2445 <ignore> 2496 <ignore>
2446 <ignore_list name="non_pickable" /> 2497 <ignore_list name="non_pickable" />
2447 </ignore> 2498 </ignore>
2448 <description><![CDATA[ 2499 <description><![CDATA[
2449 Holy_altars are altars for the various religions. Praying 2500 Holy Altars are altars for the various religions. Praying
2450 at a Holy_altar will make you a follower of that god, and 2501 at a Holy_altar will make you a follower of that god, and
2451 if you already follow that god, you may get some extra bonus.]]> 2502 if you already follow that god, you may get some extra bonus.]]>
2452 </description> 2503 </description>
2453 <attribute arch="no_pick" value="1" type="fixed" /> 2504 <attribute arch="no_pick" value="1" type="fixed" />
2454 <attribute arch="other_arch" editor="god name" type="string"> 2505 <attribute arch="other_arch" editor="god name" type="string">
2531 2582
2532<!--####################################################################--> 2583<!--####################################################################-->
2533<type number="64" name="Inventory Checker"> 2584<type number="64" name="Inventory Checker">
2534 <ignore> 2585 <ignore>
2535 <ignore_list name="system_object" /> 2586 <ignore_list name="system_object" />
2587 <attribute arch="connected"/>
2536 </ignore> 2588 </ignore>
2537 <description><![CDATA[ 2589 <description><![CDATA[
2538 Inventory checkers passively check the players inventory for a 2590 Inventory checkers passively check the players inventory for a
2539 specific object. You can set a connected value that is triggered 2591 specific object. You can set a connected value that is triggered
2540 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
2687 &lt;key string&gt; in the special key, then the door is unlocked. 2739 &lt;key string&gt; in the special key, then the door is unlocked.
2688 It is VERY important to set the &lt;key string&gt; to something that 2740 It is VERY important to set the &lt;key string&gt; to something that
2689 is unique among the Deliantra mapset. 2741 is unique among the Deliantra mapset.
2690 2742
2691 DONT EVER USE the default string "set_individual_value". 2743 DONT EVER USE the default string "set_individual_value".
2744
2745 When the key string starts with "match ", then it is expected to
2746 be a match expression, which will be applied to the player, so
2747 you can use e.g. (match type=POTION in inv). Note that the matched
2748 object will be removed.
2692 </attribute> 2749 </attribute>
2693 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2750 <attribute arch="no_magic" editor="restrict spells" type="bool">
2694 Restricting the use of spells to pass this door. 2751 Restricting the use of spells to pass this door.
2695 This should be set in most cases. 2752 This should be set in most cases.
2696 (Don't forget that the spell "dimension door" is easily 2753 (Don't forget that the spell "dimension door" is easily
2710 2767
2711<!--####################################################################--> 2768<!--####################################################################-->
2712<type number="29" name="Magic Ear"> 2769<type number="29" name="Magic Ear">
2713 <ignore> 2770 <ignore>
2714 <ignore_list name="system_object" /> 2771 <ignore_list name="system_object" />
2772 <attribute arch="connected"/>
2715 </ignore> 2773 </ignore>
2716 <description><![CDATA[ 2774 <description><![CDATA[
2717 Magic_ears trigger a connected value 2775 Magic_ears trigger a connected value
2718 when the player speaks a specific keyword.]]> 2776 when the player speaks a specific keyword.]]>
2719 </description> 2777 </description>
2749 2807
2750<!--####################################################################--> 2808<!--####################################################################-->
2751<type number="62" name="Magic Wall"> 2809<type number="62" name="Magic Wall">
2752 <ignore> 2810 <ignore>
2753 <ignore_list name="non_pickable" /> 2811 <ignore_list name="non_pickable" />
2812 <attribute arch="connected"/>
2754 </ignore> 2813 </ignore>
2755 <description><![CDATA[ 2814 <description><![CDATA[
2756 Magic walls fire spells in a given direction, in regular intervals. 2815 Magic walls fire spells in a given direction, in regular intervals.
2757 Magic walls can contain any spell. However, some spells do not 2816 Magic walls can contain any spell. However, some spells do not
2758 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
2835 2894
2836<!--####################################################################--> 2895<!--####################################################################-->
2837<type number="55" name="Marker"> 2896<type number="55" name="Marker">
2838 <ignore> 2897 <ignore>
2839 <ignore_list name="system_object" /> 2898 <ignore_list name="system_object" />
2899 <attribute arch="connected"/>
2840 </ignore> 2900 </ignore>
2841 <description><![CDATA[ 2901 <description><![CDATA[
2842 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
2843 player stepping on it. This force does nothing except containing a 2903 player stepping on it. This force does nothing except containing a
2844 &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
2845 checkers. It is also possible to use markers for removing marks again. 2905 checkers. It is also possible to use markers for removing marks again
2906 (by setting the "name" slot to the name of the marker to be removed).
2846 <br><br> 2907 <br><br>
2847 Note that the player has no possibility to "see" his own marks, 2908 Note that the player has no possibility to "see" his own marks,
2848 except by the effect that they cause on the maps.]]> 2909 except by the effect that they cause on the maps.]]>
2849 </description> 2910 </description>
2850 <use><![CDATA[ 2911 <use><![CDATA[
3304 3365
3305<!--####################################################################--> 3366<!--####################################################################-->
3306<type number="65" name="Mood Floor"> 3367<type number="65" name="Mood Floor">
3307 <ignore> 3368 <ignore>
3308 <ignore_list name="system_object" /> 3369 <ignore_list name="system_object" />
3370 <attribute arch="connected"/>
3309 </ignore> 3371 </ignore>
3310 <description><![CDATA[ 3372 <description><![CDATA[
3311 As the name implies, mood floors can change the "mood" of 3373 As the name implies, mood floors can change the "mood" of
3312 a monsters/NPC. For example, an unagressive monster could be 3374 a monsters/NPC. For example, an unagressive monster could be
3313 turned mad to start attacking. Similar, an agressive monster 3375 turned mad to start attacking. Similar, an agressive monster
3452 3514
3453<!--####################################################################--> 3515<!--####################################################################-->
3454<type number="17" name="Pedestal"> 3516<type number="17" name="Pedestal">
3455 <ignore> 3517 <ignore>
3456 <ignore_list name="non_pickable" /> 3518 <ignore_list name="non_pickable" />
3519 <attribute arch="connected"/>
3457 </ignore> 3520 </ignore>
3458 <description><![CDATA[ 3521 <description><![CDATA[
3459 Pedestals are designed to detect certain types of living objects. 3522 Pedestals are designed to detect certain types of living objects.
3460 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
3461 connected value is triggered.]]> 3524 connected value is triggered.]]>
3476 place where only fireborns can enter, by setting "slaying unnatural". 3539 place where only fireborns can enter, by setting "slaying unnatural".
3477 3540
3478 If it is set to "player", any player stepping on the pedestal 3541 If it is set to "player", any player stepping on the pedestal
3479 is a match. Very useful if you want to open a gate for players 3542 is a match. Very useful if you want to open a gate for players
3480 but not for monsters. 3543 but not for monsters.
3544
3545 &match_compat;
3481 </attribute> 3546 </attribute>
3482 <attribute arch="connected" editor="connection" type="string"> 3547 <attribute arch="connected" editor="connection" type="string">
3483 When the pedestal is triggered, all objects with the same 3548 When the pedestal is triggered, all objects with the same
3484 connection value get activated. 3549 connection value get activated.
3485 </attribute> 3550 </attribute>
3486 &move_on; 3551 &move_on;
3487</type> 3552</type>
3488 3553
3489<!--####################################################################--> 3554<!--####################################################################-->
3555<type number="32" name="Pedestal Trigger">
3556 <import_type name="Pedestal" />
3557 <ignore>
3558 <ignore_list name="non_pickable" />
3559 </ignore>
3560 <description><![CDATA[
3561 Pedestal triggers are pedestals which reset after a short period
3562 of time. Every time it is either applied or reset, the
3563 &lt;connection&gt; value is triggered.]]>
3564 </description>
3565</type>
3566
3567<!--####################################################################-->
3568<type number="19" name="Item Match">
3569 <ignore>
3570 <ignore_list name="non_pickable" />
3571 <attribute arch="connected"/>
3572 </ignore>
3573 <description><![CDATA[
3574 Match objects use the deliantra matching language
3575 (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
3576 to match items on the same mapspace (if move_on/off are unset) or
3577 items trying to enter (if move_blocked is set).
3578
3579 If a connected value is given, then it is triggered if the first object
3580 matching the expression is put on it, and the last is removed.]]>
3581 </description>
3582 <use><![CDATA[
3583 If you want to trigger something else (e.g. a gate) when an item is above this object,
3584 use the move_on/move_off settings.
3585
3586 If you want to keep something from entering if it has (or lacks) a specific item,
3587 use the move_blocked setting.]]>
3588 </use>
3589 <attribute arch="no_pick" value="1" type="fixed" />
3590 <attribute arch="slaying" editor="match expression" type="string">
3591 &match_compat;
3592
3593 Optionally you can leave out the "match " prefix.
3594 </attribute>
3595 <attribute arch="connected" editor="connection" type="string">
3596 When the match is triggered, all objects with the same
3597 connection value get activated.
3598 </attribute>
3599 &move_on;
3600 &move_off;
3601 &move_block;
3602</type>
3603
3604<!--####################################################################-->
3490<type number="94" name="Pit"> 3605<type number="94" name="Pit">
3491 <ignore> 3606 <ignore>
3492 <ignore_list name="non_pickable" /> 3607 <ignore_list name="non_pickable" />
3608 <attribute arch="connected"/>
3493 </ignore> 3609 </ignore>
3494 <description><![CDATA[ 3610 <description><![CDATA[
3495 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.
3496 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
3497 the exact destination, but within a configurable radius of the destination 3613 the exact destination, but within a configurable radius of the destination
4131 4247
4132<!--####################################################################--> 4248<!--####################################################################-->
4133<type number="98" name="Sign &amp; MagicMouth"> 4249<type number="98" name="Sign &amp; MagicMouth">
4134 <ignore> 4250 <ignore>
4135 <ignore_list name="non_pickable" /> 4251 <ignore_list name="non_pickable" />
4252 <attribute arch="connected"/>
4136 </ignore> 4253 </ignore>
4137 <description><![CDATA[ 4254 <description><![CDATA[
4138 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
4139 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:
4140 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
4362 </attribute> 4479 </attribute>
4363 <attribute arch="other_arch" editor="create object" type="string"> 4480 <attribute arch="other_arch" editor="create object" type="string">
4364 </attribute> 4481 </attribute>
4365 <attribute arch="sp" editor="cost spellpoints" type="int"> 4482 <attribute arch="sp" editor="cost spellpoints" type="int">
4366 </attribute> 4483 </attribute>
4484 <attribute arch="dam" editor="damage" type="int">
4485 </attribute>
4367 <attribute arch="grace" editor="cost grace" type="int"> 4486 <attribute arch="grace" editor="cost grace" type="int">
4368 </attribute> 4487 </attribute>
4369 <attribute arch="maxsp" editor="double cost per level" type="int"> 4488 <attribute arch="maxsp" editor="double cost per level" type="int">
4370 </attribute> 4489 </attribute>
4371</type> 4490</type>
4477 4596
4478<!--####################################################################--> 4597<!--####################################################################-->
4479<type number="41" name="Teleporter"> 4598<type number="41" name="Teleporter">
4480 <ignore> 4599 <ignore>
4481 <ignore_list name="non_pickable" /> 4600 <ignore_list name="non_pickable" />
4601 <attribute arch="connected"/>
4482 </ignore> 4602 </ignore>
4483 <description><![CDATA[ 4603 <description><![CDATA[
4484 When the player walks into a teleporter, he is transferred to a 4604 When the player walks into a teleporter, he is transferred to a
4485 different location. The main difference to the object-type exit 4605 different location. The main difference to the object-type exit
4486 is the possibility to have teleporters connected to levers/buttons/etc. 4606 is the possibility to have teleporters connected to levers/buttons/etc.
4565 4685
4566<!--####################################################################--> 4686<!--####################################################################-->
4567<type number="26" name="Timed Gate"> 4687<type number="26" name="Timed Gate">
4568 <ignore> 4688 <ignore>
4569 <ignore_list name="non_pickable" /> 4689 <ignore_list name="non_pickable" />
4690 <attribute arch="connected"/>
4570 </ignore> 4691 </ignore>
4571 <description><![CDATA[ 4692 <description><![CDATA[
4572 Gates play an important role in Deliantra. Gates can be opened 4693 Gates play an important role in Deliantra. Gates can be opened
4573 by activating a button/trigger, by speaking passwords (-> magic_ear) 4694 by activating a button/trigger, by speaking passwords (-> magic_ear)
4574 or carrying special key-objects (-> inventory checker). 4695 or carrying special key-objects (-> inventory checker).
4619 <attribute arch="name_pl" /> 4740 <attribute arch="name_pl" />
4620 <attribute arch="weight" /> 4741 <attribute arch="weight" />
4621 <attribute arch="value" /> 4742 <attribute arch="value" />
4622 <attribute arch="material" /> 4743 <attribute arch="material" />
4623 <attribute arch="unpaid" /> 4744 <attribute arch="unpaid" />
4745 <attribute arch="connected"/>
4624 </ignore> 4746 </ignore>
4625 <description><![CDATA[ 4747 <description><![CDATA[
4626 A trap is a object that can either do damage or trigger another connected object 4748 A trap is a object that can either do damage or trigger another connected object
4627 when detonated. Traps are like runes except they are not magical in nature, 4749 when detonated. Traps are like runes except they are not magical in nature,
4628 and generally have either a physical attack or trigger a reaction. 4750 and generally have either a physical attack or trigger a reaction.
4764 4886
4765<!--####################################################################--> 4887<!--####################################################################-->
4766<type number="52" name="Trigger Marker"> 4888<type number="52" name="Trigger Marker">
4767 <ignore> 4889 <ignore>
4768 <ignore_list name="system_object" /> 4890 <ignore_list name="system_object" />
4891 <attribute arch="connected"/>
4769 </ignore> 4892 </ignore>
4770 <description><![CDATA[ 4893 <description><![CDATA[
4771 A trigger marker is an object that inserts an invisible force (a mark) into a 4894 A trigger marker is an object that inserts an invisible force (a mark) into a
4772 player stepping on it WHEN TRIGGERED. This force does nothing except containing a 4895 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4773 &lt;key string&gt; which can be discovered by detectors or inventory 4896 &lt;key string&gt; which can be discovered by detectors or inventory
4774 checkers. It is also possible to use markers for removing marks again. 4897 checkers. It is also possible to use markers for removing marks again.
4898 (by setting the "name" slot to the name of the marker to be removed).
4775 <br><br> 4899 <br><br>
4776 Note that the player has no possibility to "see" his own marks, 4900 Note that the player has no possibility to "see" his own marks,
4777 except by the effect that they cause on the maps.]]> 4901 except by the effect that they cause on the maps.]]>
4778 </description> 4902 </description>
4779 <use><![CDATA[ 4903 <use><![CDATA[

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