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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.50 by root, Sun Oct 11 17:00:44 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'>
474 <entry value="0" name="furious" /> 477 <entry value="0" name="furious" />
475 <entry value="1" name="angry" /> 478 <entry value="1" name="angry" />
476 <entry value="2" name="calm" /> 479 <entry value="2" name="calm" />
477 <entry value="3" name="sleep" /> 480 <entry value="3" name="sleep" />
478 <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" />
479</list> 484</list>
480 485
481<list name="potion_effect"> 486<list name="potion_effect">
482 <entry value="0" name="&lt;none&gt;" /> 487 <entry value="0" name="&lt;none&gt;" />
483 <entry value="65536" name="life restoration" /> 488 <entry value="65536" name="life restoration" />
718 <attribute arch="sound_destroy" editor="destroy sound" type="string"> 723 <attribute arch="sound_destroy" editor="destroy sound" type="string">
719 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
720 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
721 field it will point to sound/&lt;path&gt;.ext 726 field it will point to sound/&lt;path&gt;.ext
722 </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>
723</default_type> 737</default_type>
724 738
725<!-- This ignorelist is for all system objects which are non pickable 739<!-- This ignorelist is for all system objects which are non pickable
726 and invisible. They don't interact with players at all. --> 740 and invisible. They don't interact with players at all. -->
727<ignore_list name="system_object"> 741<ignore_list name="system_object">
852 866
853<!--####################################################################--> 867<!--####################################################################-->
854 868
855<type number="81" name="Torch"> 869<type number="81" name="Torch">
856 <description><![CDATA[ 870 <description><![CDATA[
857 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
858 lightening them up (when the is_lightable flag is set) and otherwise 872 up without using a lighter (These torches are usually
859 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.]]>
860 </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>
861 <attribute arch="food" editor="burning duration" type="int"> 882 <attribute arch="food" editor="burning duration" type="int">
862 This field specifies the burning duration of the torch. 883 This field specifies the burning duration of the torch.
863 </attribute> 884 </attribute>
864 <attribute arch="range" editor="enabled glow radius" type="int"> 885 <attribute arch="range" editor="enabled glow radius" type="int">
865 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.
905 926
906<!--####################################################################--> 927<!--####################################################################-->
907<type number="18" name="Altar"> 928<type number="18" name="Altar">
908 <ignore> 929 <ignore>
909 <ignore_list name="non_pickable" /> 930 <ignore_list name="non_pickable" />
931 <attribute arch="connected"/>
910 </ignore> 932 </ignore>
911 <description><![CDATA[ 933 <description><![CDATA[
912 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,
913 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
914 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.
952 974
953<!--####################################################################--> 975<!--####################################################################-->
954<type number="31" name="Altar Trigger"> 976<type number="31" name="Altar Trigger">
955 <ignore> 977 <ignore>
956 <ignore_list name="non_pickable" /> 978 <ignore_list name="non_pickable" />
979 <attribute arch="connected"/>
957 </ignore> 980 </ignore>
958 <description><![CDATA[ 981 <description><![CDATA[
959 Altar_triggers work pretty much like normal altars 982 Altar_triggers work pretty much like normal altars
960 (drop sacrifice -> connection activated), except for the fact that 983 (drop sacrifice -> connection activated), except for the fact that
961 they reset after usage. Hence, altar_triggers can be used infinitely.]]> 984 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
1383 1406
1384<!--####################################################################--> 1407<!--####################################################################-->
1385<type number="92" name="Button"> 1408<type number="92" name="Button">
1386 <ignore> 1409 <ignore>
1387 <ignore_list name="non_pickable" /> 1410 <ignore_list name="non_pickable" />
1411 <attribute arch="connected"/>
1388 </ignore> 1412 </ignore>
1389 <description><![CDATA[ 1413 <description><![CDATA[
1390 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
1391 &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
1392 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
1529 container classes. 1553 container classes.
1530 </attribute> 1554 </attribute>
1531 <attribute arch="slaying" editor="key string" type="string"> 1555 <attribute arch="slaying" editor="key string" type="string">
1532 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
1533 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.
1534 </attribute> 1563 </attribute>
1535 <attribute arch="container" editor="maximum weight" type="int"> 1564 <attribute arch="container" editor="maximum weight" type="int">
1536 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
1537 in gram. Note that this weight limit is calculated *after* the 1566 in gram. Note that this weight limit is calculated *after* the
1538 weight reduction (&lt;reduce weight&gt;) has been applied. 1567 weight reduction (&lt;reduce weight&gt;) has been applied.
1628 1657
1629<!--####################################################################--> 1658<!--####################################################################-->
1630<type number="42" name="Creator"> 1659<type number="42" name="Creator">
1631 <ignore> 1660 <ignore>
1632 <ignore_list name="system_object" /> 1661 <ignore_list name="system_object" />
1662 <attribute arch="connected"/>
1633 </ignore> 1663 </ignore>
1634 <description><![CDATA[ 1664 <description><![CDATA[
1635 A creator is an object which creates another object when it 1665 A creator is an object which creates another object when it
1636 is triggered. The child object can be anything. Creators are 1666 is triggered. The child object can be anything. Creators are
1637 VERY useful for all kinds of map-mechanisms. They can even 1667 VERY useful for all kinds of map-mechanisms. They can even
1652 <attribute arch="connected" editor="connection" type="string"> 1682 <attribute arch="connected" editor="connection" type="string">
1653 Whenever the connection value is activated, 1683 Whenever the connection value is activated,
1654 the creator gets triggered. 1684 the creator gets triggered.
1655 </attribute> 1685 </attribute>
1656 &activate_on; 1686 &activate_on;
1657 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1687 <attribute arch="lifesave" editor="unlimited uses" type="bool">
1658 If &lt;infinit uses&gt; is set, the creator will work 1688 If &lt;unlimited uses&gt; is set, the creator will work
1659 infinitely, regardless of the value in &lt;number of uses&gt;. 1689 infinitely, regardless of the value in &lt;number of uses&gt;.
1660 </attribute> 1690 </attribute>
1661 <attribute arch="speed" editor="speed" type="float"> 1691 <attribute arch="speed" editor="speed" type="float">
1662 When this field is set the creator will periodically create stuff 1692 When this field is set the creator will periodically create stuff
1663 (and will still do so when the connection is triggered). 1693 (and will still do so when the connection is triggered).
1681 1711
1682<!--####################################################################--> 1712<!--####################################################################-->
1683<type number="51" name="Detector"> 1713<type number="51" name="Detector">
1684 <ignore> 1714 <ignore>
1685 <ignore_list name="system_object" /> 1715 <ignore_list name="system_object" />
1716 <attribute arch="connected"/>
1686 </ignore> 1717 </ignore>
1687 <description><![CDATA[ 1718 <description><![CDATA[
1688 Detectors work quite much like inv. checkers/pedestals: If the detector 1719 Detectors work quite much like inv. checkers/pedestals: If the detector
1689 finds a specific object, it toggles its connected value. 1720 finds a specific object, it toggles its connected value.
1690 <br><br> 1721 <br><br>
1691 What is "unique" about them, compared to inv. checkers/ pedestals? 1722 What is "unique" about them, compared to inv. checkers/ pedestals?
1692 - 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
1693 instantly. Second, detectors check directly for object names. Third, 1725 Second, detectors check directly for object names. Third,
1694 detectors do not check the inventory of players/monsters.]]> 1726 detectors do not check the inventory of players/monsters.]]>
1695 </description> 1727 </description>
1696 <use><![CDATA[ 1728 <use>
1697 There is one major speciality about detectors: You can detect spells 1729 Best avoid this type at all costs, use a pedestal instead.
1698 blown over a detector! To detect a lighting bolt for example, set
1699 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1700 walls, this can be very useful for map-mechanisms.]]>
1701 </use> 1730 </use>
1702 <attribute arch="no_pick" value="1" type="fixed" /> 1731 <attribute arch="no_pick" value="1" type="fixed" />
1703 <attribute arch="slaying" editor="match name" type="string"> 1732 <attribute arch="slaying" editor="match name" type="string">
1704 &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.
1705 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,
1724 1753
1725<!--####################################################################--> 1754<!--####################################################################-->
1726<type number="164" name="Map Script"> 1755<type number="164" name="Map Script">
1727 <ignore> 1756 <ignore>
1728 <ignore_list name="system_object" /> 1757 <ignore_list name="system_object" />
1758 <attribute arch="connected"/>
1729 </ignore> 1759 </ignore>
1730 <description><![CDATA[ 1760 <description><![CDATA[
1731 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
1732 events and executes a perl script. 1762 events and executes a perl script in the msg slot.
1733 ]]> 1763 ]]>
1734 </description> 1764 </description>
1735 <use><![CDATA[ 1765 <use><![CDATA[
1736 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
1737 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.
1738 ]]> 1768 ]]>
1739 </use> 1769 </use>
1740 <attribute arch="connected" editor="connection" type="string"> 1770 <attribute arch="connected" editor="connection" type="string">
1741 When the map script object is triggered, it will execute 1771 When the map script object is triggered, it will execute
1742 the perl script with the triggering object as $activator. 1772 the perl script with the triggering object as $activator.
1945<type number="23" name="Door"> 1975<type number="23" name="Door">
1946 <ignore> 1976 <ignore>
1947 <ignore_list name="non_pickable" /> 1977 <ignore_list name="non_pickable" />
1948 </ignore> 1978 </ignore>
1949 <description><![CDATA[ 1979 <description><![CDATA[
1950 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
1951 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
1952 defeated, horizontally and vertically adjacent doors are automatically 1982 defeated, horizontally and vertically adjacent doors are automatically
1953 removed.]]> 1983 removed.]]>
1954 </description> 1984 </description>
1955 <attribute arch="no_pick" value="1" type="fixed" /> 1985 <attribute arch="no_pick" value="1" type="fixed" />
1978 2008
1979<!--####################################################################--> 2009<!--####################################################################-->
1980<type number="83" name="Duplicator"> 2010<type number="83" name="Duplicator">
1981 <ignore> 2011 <ignore>
1982 <ignore_list name="system_object" /> 2012 <ignore_list name="system_object" />
2013 <attribute arch="connected"/>
1983 </ignore> 2014 </ignore>
1984 <description><![CDATA[ 2015 <description><![CDATA[
1985 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
1986 objects which lies somewhere on top of the duplicator. 2017 objects which lies somewhere on top of the duplicator.
1987 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;,
2157 <attribute arch="unique" editor="unique map" type="bool"> 2188 <attribute arch="unique" editor="unique map" type="bool">
2158 Unique floor means that any items dropped on that spot 2189 Unique floor means that any items dropped on that spot
2159 will be saved beyond map reset. For permanent apartments, 2190 will be saved beyond map reset. For permanent apartments,
2160 all floor tiles must be set &lt;unique map&gt;. 2191 all floor tiles must be set &lt;unique map&gt;.
2161 </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>
2162 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2198 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2163 This text may describe the object. 2199 This text may describe the object.
2164 </attribute> 2200 </attribute>
2165</type> 2201</type>
2166 2202
2201 <attribute arch="unique" editor="unique map" type="bool"> 2237 <attribute arch="unique" editor="unique map" type="bool">
2202 Unique floor means that any items dropped on that spot 2238 Unique floor means that any items dropped on that spot
2203 will be saved beyond map reset. For permanent apartments, 2239 will be saved beyond map reset. For permanent apartments,
2204 all floor tiles must be set &lt;unique map&gt;. 2240 all floor tiles must be set &lt;unique map&gt;.
2205 </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>
2206 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2247 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2207 This text may describe the object. 2248 This text may describe the object.
2208 </attribute> 2249 </attribute>
2209</type> 2250</type>
2210 2251
2226 2267
2227<!--####################################################################--> 2268<!--####################################################################-->
2228<type number="91" name="Gate"> 2269<type number="91" name="Gate">
2229 <ignore> 2270 <ignore>
2230 <ignore_list name="non_pickable" /> 2271 <ignore_list name="non_pickable" />
2272 <attribute arch="connected"/>
2231 </ignore> 2273 </ignore>
2232 <description><![CDATA[ 2274 <description><![CDATA[
2233 Gates play an important role in Deliantra. Gates can be opened 2275 Gates play an important role in Deliantra. Gates can be opened
2234 by activating a button/trigger, by speaking passwords (-> magic_ear) 2276 by activating a button/trigger, by speaking passwords (-> magic_ear)
2235 or carrying special key-objects (-> inventory checker). 2277 or carrying special key-objects (-> inventory checker).
2310 2352
2311<!--####################################################################--> 2353<!--####################################################################-->
2312<type number="93" name="Handle"> 2354<type number="93" name="Handle">
2313 <ignore> 2355 <ignore>
2314 <ignore_list name="non_pickable" /> 2356 <ignore_list name="non_pickable" />
2357 <attribute arch="connected"/>
2315 </ignore> 2358 </ignore>
2316 <description><![CDATA[ 2359 <description><![CDATA[
2317 A handle can be applied by players and (certain) monsters. 2360 A handle can be applied by players and (certain) monsters.
2318 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.]]>
2319 </description> 2362 </description>
2539 2582
2540<!--####################################################################--> 2583<!--####################################################################-->
2541<type number="64" name="Inventory Checker"> 2584<type number="64" name="Inventory Checker">
2542 <ignore> 2585 <ignore>
2543 <ignore_list name="system_object" /> 2586 <ignore_list name="system_object" />
2587 <attribute arch="connected"/>
2544 </ignore> 2588 </ignore>
2545 <description><![CDATA[ 2589 <description><![CDATA[
2546 Inventory checkers passively check the players inventory for a 2590 Inventory checkers passively check the players inventory for a
2547 specific object. You can set a connected value that is triggered 2591 specific object. You can set a connected value that is triggered
2548 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
2695 &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.
2696 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
2697 is unique among the Deliantra mapset. 2741 is unique among the Deliantra mapset.
2698 2742
2699 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.
2700 </attribute> 2749 </attribute>
2701 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2750 <attribute arch="no_magic" editor="restrict spells" type="bool">
2702 Restricting the use of spells to pass this door. 2751 Restricting the use of spells to pass this door.
2703 This should be set in most cases. 2752 This should be set in most cases.
2704 (Don't forget that the spell "dimension door" is easily 2753 (Don't forget that the spell "dimension door" is easily
2718 2767
2719<!--####################################################################--> 2768<!--####################################################################-->
2720<type number="29" name="Magic Ear"> 2769<type number="29" name="Magic Ear">
2721 <ignore> 2770 <ignore>
2722 <ignore_list name="system_object" /> 2771 <ignore_list name="system_object" />
2772 <attribute arch="connected"/>
2723 </ignore> 2773 </ignore>
2724 <description><![CDATA[ 2774 <description><![CDATA[
2725 Magic_ears trigger a connected value 2775 Magic_ears trigger a connected value
2726 when the player speaks a specific keyword.]]> 2776 when the player speaks a specific keyword.]]>
2727 </description> 2777 </description>
2757 2807
2758<!--####################################################################--> 2808<!--####################################################################-->
2759<type number="62" name="Magic Wall"> 2809<type number="62" name="Magic Wall">
2760 <ignore> 2810 <ignore>
2761 <ignore_list name="non_pickable" /> 2811 <ignore_list name="non_pickable" />
2812 <attribute arch="connected"/>
2762 </ignore> 2813 </ignore>
2763 <description><![CDATA[ 2814 <description><![CDATA[
2764 Magic walls fire spells in a given direction, in regular intervals. 2815 Magic walls fire spells in a given direction, in regular intervals.
2765 Magic walls can contain any spell. However, some spells do not 2816 Magic walls can contain any spell. However, some spells do not
2766 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
2843 2894
2844<!--####################################################################--> 2895<!--####################################################################-->
2845<type number="55" name="Marker"> 2896<type number="55" name="Marker">
2846 <ignore> 2897 <ignore>
2847 <ignore_list name="system_object" /> 2898 <ignore_list name="system_object" />
2899 <attribute arch="connected"/>
2848 </ignore> 2900 </ignore>
2849 <description><![CDATA[ 2901 <description><![CDATA[
2850 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
2851 player stepping on it. This force does nothing except containing a 2903 player stepping on it. This force does nothing except containing a
2852 &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
2853 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).
2854 <br><br> 2907 <br><br>
2855 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,
2856 except by the effect that they cause on the maps.]]> 2909 except by the effect that they cause on the maps.]]>
2857 </description> 2910 </description>
2858 <use><![CDATA[ 2911 <use><![CDATA[
3312 3365
3313<!--####################################################################--> 3366<!--####################################################################-->
3314<type number="65" name="Mood Floor"> 3367<type number="65" name="Mood Floor">
3315 <ignore> 3368 <ignore>
3316 <ignore_list name="system_object" /> 3369 <ignore_list name="system_object" />
3370 <attribute arch="connected"/>
3317 </ignore> 3371 </ignore>
3318 <description><![CDATA[ 3372 <description><![CDATA[
3319 As the name implies, mood floors can change the "mood" of 3373 As the name implies, mood floors can change the "mood" of
3320 a monsters/NPC. For example, an unagressive monster could be 3374 a monsters/NPC. For example, an unagressive monster could be
3321 turned mad to start attacking. Similar, an agressive monster 3375 turned mad to start attacking. Similar, an agressive monster
3460 3514
3461<!--####################################################################--> 3515<!--####################################################################-->
3462<type number="17" name="Pedestal"> 3516<type number="17" name="Pedestal">
3463 <ignore> 3517 <ignore>
3464 <ignore_list name="non_pickable" /> 3518 <ignore_list name="non_pickable" />
3519 <attribute arch="connected"/>
3465 </ignore> 3520 </ignore>
3466 <description><![CDATA[ 3521 <description><![CDATA[
3467 Pedestals are designed to detect certain types of living objects. 3522 Pedestals are designed to detect certain types of living objects.
3468 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
3469 connected value is triggered.]]> 3524 connected value is triggered.]]>
3484 place where only fireborns can enter, by setting "slaying unnatural". 3539 place where only fireborns can enter, by setting "slaying unnatural".
3485 3540
3486 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
3487 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
3488 but not for monsters. 3543 but not for monsters.
3544
3545 &match_compat;
3489 </attribute> 3546 </attribute>
3490 <attribute arch="connected" editor="connection" type="string"> 3547 <attribute arch="connected" editor="connection" type="string">
3491 When the pedestal is triggered, all objects with the same 3548 When the pedestal is triggered, all objects with the same
3492 connection value get activated. 3549 connection value get activated.
3493 </attribute> 3550 </attribute>
3494 &move_on; 3551 &move_on;
3495</type> 3552</type>
3496 3553
3497<!--####################################################################--> 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<!--####################################################################-->
3498<type number="94" name="Pit"> 3605<type number="94" name="Pit">
3499 <ignore> 3606 <ignore>
3500 <ignore_list name="non_pickable" /> 3607 <ignore_list name="non_pickable" />
3608 <attribute arch="connected"/>
3501 </ignore> 3609 </ignore>
3502 <description><![CDATA[ 3610 <description><![CDATA[
3503 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.
3504 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
3505 the exact destination, but within a configurable radius of the destination 3613 the exact destination, but within a configurable radius of the destination
4139 4247
4140<!--####################################################################--> 4248<!--####################################################################-->
4141<type number="98" name="Sign &amp; MagicMouth"> 4249<type number="98" name="Sign &amp; MagicMouth">
4142 <ignore> 4250 <ignore>
4143 <ignore_list name="non_pickable" /> 4251 <ignore_list name="non_pickable" />
4252 <attribute arch="connected"/>
4144 </ignore> 4253 </ignore>
4145 <description><![CDATA[ 4254 <description><![CDATA[
4146 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
4147 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:
4148 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
4370 </attribute> 4479 </attribute>
4371 <attribute arch="other_arch" editor="create object" type="string"> 4480 <attribute arch="other_arch" editor="create object" type="string">
4372 </attribute> 4481 </attribute>
4373 <attribute arch="sp" editor="cost spellpoints" type="int"> 4482 <attribute arch="sp" editor="cost spellpoints" type="int">
4374 </attribute> 4483 </attribute>
4484 <attribute arch="dam" editor="damage" type="int">
4485 </attribute>
4375 <attribute arch="grace" editor="cost grace" type="int"> 4486 <attribute arch="grace" editor="cost grace" type="int">
4376 </attribute> 4487 </attribute>
4377 <attribute arch="maxsp" editor="double cost per level" type="int"> 4488 <attribute arch="maxsp" editor="double cost per level" type="int">
4378 </attribute> 4489 </attribute>
4379</type> 4490</type>
4485 4596
4486<!--####################################################################--> 4597<!--####################################################################-->
4487<type number="41" name="Teleporter"> 4598<type number="41" name="Teleporter">
4488 <ignore> 4599 <ignore>
4489 <ignore_list name="non_pickable" /> 4600 <ignore_list name="non_pickable" />
4601 <attribute arch="connected"/>
4490 </ignore> 4602 </ignore>
4491 <description><![CDATA[ 4603 <description><![CDATA[
4492 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
4493 different location. The main difference to the object-type exit 4605 different location. The main difference to the object-type exit
4494 is the possibility to have teleporters connected to levers/buttons/etc. 4606 is the possibility to have teleporters connected to levers/buttons/etc.
4573 4685
4574<!--####################################################################--> 4686<!--####################################################################-->
4575<type number="26" name="Timed Gate"> 4687<type number="26" name="Timed Gate">
4576 <ignore> 4688 <ignore>
4577 <ignore_list name="non_pickable" /> 4689 <ignore_list name="non_pickable" />
4690 <attribute arch="connected"/>
4578 </ignore> 4691 </ignore>
4579 <description><![CDATA[ 4692 <description><![CDATA[
4580 Gates play an important role in Deliantra. Gates can be opened 4693 Gates play an important role in Deliantra. Gates can be opened
4581 by activating a button/trigger, by speaking passwords (-> magic_ear) 4694 by activating a button/trigger, by speaking passwords (-> magic_ear)
4582 or carrying special key-objects (-> inventory checker). 4695 or carrying special key-objects (-> inventory checker).
4627 <attribute arch="name_pl" /> 4740 <attribute arch="name_pl" />
4628 <attribute arch="weight" /> 4741 <attribute arch="weight" />
4629 <attribute arch="value" /> 4742 <attribute arch="value" />
4630 <attribute arch="material" /> 4743 <attribute arch="material" />
4631 <attribute arch="unpaid" /> 4744 <attribute arch="unpaid" />
4745 <attribute arch="connected"/>
4632 </ignore> 4746 </ignore>
4633 <description><![CDATA[ 4747 <description><![CDATA[
4634 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
4635 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,
4636 and generally have either a physical attack or trigger a reaction. 4750 and generally have either a physical attack or trigger a reaction.
4772 4886
4773<!--####################################################################--> 4887<!--####################################################################-->
4774<type number="52" name="Trigger Marker"> 4888<type number="52" name="Trigger Marker">
4775 <ignore> 4889 <ignore>
4776 <ignore_list name="system_object" /> 4890 <ignore_list name="system_object" />
4891 <attribute arch="connected"/>
4777 </ignore> 4892 </ignore>
4778 <description><![CDATA[ 4893 <description><![CDATA[
4779 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
4780 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
4781 &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
4782 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).
4783 <br><br> 4899 <br><br>
4784 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,
4785 except by the effect that they cause on the maps.]]> 4901 except by the effect that they cause on the maps.]]>
4786 </description> 4902 </description>
4787 <use><![CDATA[ 4903 <use><![CDATA[

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