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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.53 by root, Wed Oct 21 00:20:16 2009 UTC vs.
Revision 1.63 by elmex, Tue Mar 30 14:59:20 2010 UTC

477 <entry value="0" name="furious" /> 477 <entry value="0" name="furious" />
478 <entry value="1" name="angry" /> 478 <entry value="1" name="angry" />
479 <entry value="2" name="calm" /> 479 <entry value="2" name="calm" />
480 <entry value="3" name="sleep" /> 480 <entry value="3" name="sleep" />
481 <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" />
482</list> 484</list>
483 485
484<list name="potion_effect"> 486<list name="potion_effect">
485 <entry value="0" name="&lt;none&gt;" /> 487 <entry value="0" name="&lt;none&gt;" />
486 <entry value="65536" name="life restoration" /> 488 <entry value="65536" name="life restoration" />
721 <attribute arch="sound_destroy" editor="destroy sound" type="string"> 723 <attribute arch="sound_destroy" editor="destroy sound" type="string">
722 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
723 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
724 field it will point to sound/&lt;path&gt;.ext 726 field it will point to sound/&lt;path&gt;.ext
725 </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>
726</default_type> 737</default_type>
727 738
728<!-- This ignorelist is for all system objects which are non pickable 739<!-- This ignorelist is for all system objects which are non pickable
729 and invisible. They don't interact with players at all. --> 740 and invisible. They don't interact with players at all. -->
730<ignore_list name="system_object"> 741<ignore_list name="system_object">
855 866
856<!--####################################################################--> 867<!--####################################################################-->
857 868
858<type number="81" name="Torch"> 869<type number="81" name="Torch">
859 <description><![CDATA[ 870 <description><![CDATA[
860 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
861 lightening them up (when the is_lightable flag is set) and otherwise 872 up without using a lighter (These torches are usually
862 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.]]>
863 </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>
864 <attribute arch="food" editor="burning duration" type="int"> 882 <attribute arch="food" editor="burning duration" type="int">
865 This field specifies the burning duration of the torch. 883 This field specifies the burning duration of the torch.
866 </attribute> 884 </attribute>
867 <attribute arch="range" editor="enabled glow radius" type="int"> 885 <attribute arch="range" editor="enabled glow radius" type="int">
868 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.
908 926
909<!--####################################################################--> 927<!--####################################################################-->
910<type number="18" name="Altar"> 928<type number="18" name="Altar">
911 <ignore> 929 <ignore>
912 <ignore_list name="non_pickable" /> 930 <ignore_list name="non_pickable" />
931 <attribute arch="connected"/>
913 </ignore> 932 </ignore>
914 <description><![CDATA[ 933 <description><![CDATA[
915 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,
916 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
917 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.
955 974
956<!--####################################################################--> 975<!--####################################################################-->
957<type number="31" name="Altar Trigger"> 976<type number="31" name="Altar Trigger">
958 <ignore> 977 <ignore>
959 <ignore_list name="non_pickable" /> 978 <ignore_list name="non_pickable" />
979 <attribute arch="connected"/>
960 </ignore> 980 </ignore>
961 <description><![CDATA[ 981 <description><![CDATA[
962 Altar_triggers work pretty much like normal altars 982 Altar_triggers work pretty much like normal altars
963 (drop sacrifice -> connection activated), except for the fact that 983 (drop sacrifice -> connection activated), except for the fact that
964 they reset after usage. Hence, altar_triggers can be used infinitely.]]> 984 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
1386 1406
1387<!--####################################################################--> 1407<!--####################################################################-->
1388<type number="92" name="Button"> 1408<type number="92" name="Button">
1389 <ignore> 1409 <ignore>
1390 <ignore_list name="non_pickable" /> 1410 <ignore_list name="non_pickable" />
1411 <attribute arch="connected"/>
1391 </ignore> 1412 </ignore>
1392 <description><![CDATA[ 1413 <description><![CDATA[
1393 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
1394 &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
1395 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
1532 container classes. 1553 container classes.
1533 </attribute> 1554 </attribute>
1534 <attribute arch="slaying" editor="key string" type="string"> 1555 <attribute arch="slaying" editor="key string" type="string">
1535 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
1536 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.
1537 </attribute> 1563 </attribute>
1538 <attribute arch="container" editor="maximum weight" type="int"> 1564 <attribute arch="container" editor="maximum weight" type="int">
1539 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
1540 in gram. Note that this weight limit is calculated *after* the 1566 in gram. Note that this weight limit is calculated *after* the
1541 weight reduction (&lt;reduce weight&gt;) has been applied. 1567 weight reduction (&lt;reduce weight&gt;) has been applied.
1631 1657
1632<!--####################################################################--> 1658<!--####################################################################-->
1633<type number="42" name="Creator"> 1659<type number="42" name="Creator">
1634 <ignore> 1660 <ignore>
1635 <ignore_list name="system_object" /> 1661 <ignore_list name="system_object" />
1662 <attribute arch="connected"/>
1636 </ignore> 1663 </ignore>
1637 <description><![CDATA[ 1664 <description><![CDATA[
1638 A creator is an object which creates another object when it 1665 A creator is an object which creates another object when it
1639 is triggered. The child object can be anything. Creators are 1666 is triggered. The child object can be anything. Creators are
1640 VERY useful for all kinds of map-mechanisms. They can even 1667 VERY useful for all kinds of map-mechanisms. They can even
1655 <attribute arch="connected" editor="connection" type="string"> 1682 <attribute arch="connected" editor="connection" type="string">
1656 Whenever the connection value is activated, 1683 Whenever the connection value is activated,
1657 the creator gets triggered. 1684 the creator gets triggered.
1658 </attribute> 1685 </attribute>
1659 &activate_on; 1686 &activate_on;
1660 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1687 <attribute arch="lifesave" editor="unlimited uses" type="bool">
1661 If &lt;infinit uses&gt; is set, the creator will work 1688 If &lt;unlimited uses&gt; is set, the creator will work
1662 infinitely, regardless of the value in &lt;number of uses&gt;. 1689 infinitely, regardless of the value in &lt;number of uses&gt;.
1663 </attribute> 1690 </attribute>
1664 <attribute arch="speed" editor="speed" type="float"> 1691 <attribute arch="speed" editor="speed" type="float">
1665 When this field is set the creator will periodically create stuff 1692 When this field is set the creator will periodically create stuff
1666 (and will still do so when the connection is triggered). 1693 (and will still do so when the connection is triggered).
1684 1711
1685<!--####################################################################--> 1712<!--####################################################################-->
1686<type number="51" name="Detector"> 1713<type number="51" name="Detector">
1687 <ignore> 1714 <ignore>
1688 <ignore_list name="system_object" /> 1715 <ignore_list name="system_object" />
1716 <attribute arch="connected"/>
1689 </ignore> 1717 </ignore>
1690 <description><![CDATA[ 1718 <description><![CDATA[
1691 Detectors work quite much like inv. checkers/pedestals: If the detector 1719 Detectors work quite much like inv. checkers/pedestals: If the detector
1692 finds a specific object, it toggles its connected value. 1720 finds a specific object, it toggles its connected value.
1693 <br><br> 1721 <br><br>
1725 1753
1726<!--####################################################################--> 1754<!--####################################################################-->
1727<type number="164" name="Map Script"> 1755<type number="164" name="Map Script">
1728 <ignore> 1756 <ignore>
1729 <ignore_list name="system_object" /> 1757 <ignore_list name="system_object" />
1758 <attribute arch="connected"/>
1730 </ignore> 1759 </ignore>
1731 <description><![CDATA[ 1760 <description><![CDATA[
1732 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
1733 events and executes a perl script in the msg slot. 1762 events and executes a perl script in the msg slot.
1734 ]]> 1763 ]]>
1946<type number="23" name="Door"> 1975<type number="23" name="Door">
1947 <ignore> 1976 <ignore>
1948 <ignore_list name="non_pickable" /> 1977 <ignore_list name="non_pickable" />
1949 </ignore> 1978 </ignore>
1950 <description><![CDATA[ 1979 <description><![CDATA[
1951 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
1952 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
1953 defeated, horizontally and vertically adjacent doors are automatically 1982 defeated, horizontally and vertically adjacent doors are automatically
1954 removed.]]> 1983 removed.]]>
1955 </description> 1984 </description>
1956 <attribute arch="no_pick" value="1" type="fixed" /> 1985 <attribute arch="no_pick" value="1" type="fixed" />
1979 2008
1980<!--####################################################################--> 2009<!--####################################################################-->
1981<type number="83" name="Duplicator"> 2010<type number="83" name="Duplicator">
1982 <ignore> 2011 <ignore>
1983 <ignore_list name="system_object" /> 2012 <ignore_list name="system_object" />
2013 <attribute arch="connected"/>
1984 </ignore> 2014 </ignore>
1985 <description><![CDATA[ 2015 <description><![CDATA[
1986 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
1987 objects which lies somewhere on top of the duplicator. 2017 objects which lies somewhere on top of the duplicator.
1988 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;,
2158 <attribute arch="unique" editor="unique map" type="bool"> 2188 <attribute arch="unique" editor="unique map" type="bool">
2159 Unique floor means that any items dropped on that spot 2189 Unique floor means that any items dropped on that spot
2160 will be saved beyond map reset. For permanent apartments, 2190 will be saved beyond map reset. For permanent apartments,
2161 all floor tiles must be set &lt;unique map&gt;. 2191 all floor tiles must be set &lt;unique map&gt;.
2162 </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>
2163 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2198 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2164 This text may describe the object. 2199 This text may describe the object.
2165 </attribute> 2200 </attribute>
2166</type> 2201</type>
2167 2202
2202 <attribute arch="unique" editor="unique map" type="bool"> 2237 <attribute arch="unique" editor="unique map" type="bool">
2203 Unique floor means that any items dropped on that spot 2238 Unique floor means that any items dropped on that spot
2204 will be saved beyond map reset. For permanent apartments, 2239 will be saved beyond map reset. For permanent apartments,
2205 all floor tiles must be set &lt;unique map&gt;. 2240 all floor tiles must be set &lt;unique map&gt;.
2206 </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>
2207 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2247 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2208 This text may describe the object. 2248 This text may describe the object.
2209 </attribute> 2249 </attribute>
2210</type> 2250</type>
2211 2251
2227 2267
2228<!--####################################################################--> 2268<!--####################################################################-->
2229<type number="91" name="Gate"> 2269<type number="91" name="Gate">
2230 <ignore> 2270 <ignore>
2231 <ignore_list name="non_pickable" /> 2271 <ignore_list name="non_pickable" />
2272 <attribute arch="connected"/>
2232 </ignore> 2273 </ignore>
2233 <description><![CDATA[ 2274 <description><![CDATA[
2234 Gates play an important role in Deliantra. Gates can be opened 2275 Gates play an important role in Deliantra. Gates can be opened
2235 by activating a button/trigger, by speaking passwords (-> magic_ear) 2276 by activating a button/trigger, by speaking passwords (-> magic_ear)
2236 or carrying special key-objects (-> inventory checker). 2277 or carrying special key-objects (-> inventory checker).
2311 2352
2312<!--####################################################################--> 2353<!--####################################################################-->
2313<type number="93" name="Handle"> 2354<type number="93" name="Handle">
2314 <ignore> 2355 <ignore>
2315 <ignore_list name="non_pickable" /> 2356 <ignore_list name="non_pickable" />
2357 <attribute arch="connected"/>
2316 </ignore> 2358 </ignore>
2317 <description><![CDATA[ 2359 <description><![CDATA[
2318 A handle can be applied by players and (certain) monsters. 2360 A handle can be applied by players and (certain) monsters.
2319 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.]]>
2320 </description> 2362 </description>
2540 2582
2541<!--####################################################################--> 2583<!--####################################################################-->
2542<type number="64" name="Inventory Checker"> 2584<type number="64" name="Inventory Checker">
2543 <ignore> 2585 <ignore>
2544 <ignore_list name="system_object" /> 2586 <ignore_list name="system_object" />
2587 <attribute arch="connected"/>
2545 </ignore> 2588 </ignore>
2546 <description><![CDATA[ 2589 <description><![CDATA[
2547 Inventory checkers passively check the players inventory for a 2590 Inventory checkers passively check the players inventory for a
2548 specific object. You can set a connected value that is triggered 2591 specific object. You can set a connected value that is triggered
2549 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
2696 &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.
2697 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
2698 is unique among the Deliantra mapset. 2741 is unique among the Deliantra mapset.
2699 2742
2700 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.
2701 </attribute> 2749 </attribute>
2702 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2750 <attribute arch="no_magic" editor="restrict spells" type="bool">
2703 Restricting the use of spells to pass this door. 2751 Restricting the use of spells to pass this door.
2704 This should be set in most cases. 2752 This should be set in most cases.
2705 (Don't forget that the spell "dimension door" is easily 2753 (Don't forget that the spell "dimension door" is easily
2719 2767
2720<!--####################################################################--> 2768<!--####################################################################-->
2721<type number="29" name="Magic Ear"> 2769<type number="29" name="Magic Ear">
2722 <ignore> 2770 <ignore>
2723 <ignore_list name="system_object" /> 2771 <ignore_list name="system_object" />
2772 <attribute arch="connected"/>
2724 </ignore> 2773 </ignore>
2725 <description><![CDATA[ 2774 <description><![CDATA[
2726 Magic_ears trigger a connected value 2775 Magic_ears trigger a connected value
2727 when the player speaks a specific keyword.]]> 2776 when the player speaks a specific keyword.]]>
2728 </description> 2777 </description>
2758 2807
2759<!--####################################################################--> 2808<!--####################################################################-->
2760<type number="62" name="Magic Wall"> 2809<type number="62" name="Magic Wall">
2761 <ignore> 2810 <ignore>
2762 <ignore_list name="non_pickable" /> 2811 <ignore_list name="non_pickable" />
2812 <attribute arch="connected"/>
2763 </ignore> 2813 </ignore>
2764 <description><![CDATA[ 2814 <description><![CDATA[
2765 Magic walls fire spells in a given direction, in regular intervals. 2815 Magic walls fire spells in a given direction, in regular intervals.
2766 Magic walls can contain any spell. However, some spells do not 2816 Magic walls can contain any spell. However, some spells do not
2767 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
2844 2894
2845<!--####################################################################--> 2895<!--####################################################################-->
2846<type number="55" name="Marker"> 2896<type number="55" name="Marker">
2847 <ignore> 2897 <ignore>
2848 <ignore_list name="system_object" /> 2898 <ignore_list name="system_object" />
2899 <attribute arch="connected"/>
2849 </ignore> 2900 </ignore>
2850 <description><![CDATA[ 2901 <description><![CDATA[
2851 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
2852 player stepping on it. This force does nothing except containing a 2903 player stepping on it. This force does nothing except containing a
2853 &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
2854 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).
2855 <br><br> 2907 <br><br>
2856 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,
2857 except by the effect that they cause on the maps.]]> 2909 except by the effect that they cause on the maps.]]>
2858 </description> 2910 </description>
2859 <use><![CDATA[ 2911 <use><![CDATA[
3313 3365
3314<!--####################################################################--> 3366<!--####################################################################-->
3315<type number="65" name="Mood Floor"> 3367<type number="65" name="Mood Floor">
3316 <ignore> 3368 <ignore>
3317 <ignore_list name="system_object" /> 3369 <ignore_list name="system_object" />
3370 <attribute arch="connected"/>
3318 </ignore> 3371 </ignore>
3319 <description><![CDATA[ 3372 <description><![CDATA[
3320 As the name implies, mood floors can change the "mood" of 3373 As the name implies, mood floors can change the "mood" of
3321 a monsters/NPC. For example, an unagressive monster could be 3374 a monsters/NPC. For example, an unagressive monster could be
3322 turned mad to start attacking. Similar, an agressive monster 3375 turned mad to start attacking. Similar, an agressive monster
3461 3514
3462<!--####################################################################--> 3515<!--####################################################################-->
3463<type number="17" name="Pedestal"> 3516<type number="17" name="Pedestal">
3464 <ignore> 3517 <ignore>
3465 <ignore_list name="non_pickable" /> 3518 <ignore_list name="non_pickable" />
3519 <attribute arch="connected"/>
3466 </ignore> 3520 </ignore>
3467 <description><![CDATA[ 3521 <description><![CDATA[
3468 Pedestals are designed to detect certain types of living objects. 3522 Pedestals are designed to detect certain types of living objects.
3469 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
3470 connected value is triggered.]]> 3524 connected value is triggered.]]>
3496 </attribute> 3550 </attribute>
3497 &move_on; 3551 &move_on;
3498</type> 3552</type>
3499 3553
3500<!--####################################################################--> 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<!--####################################################################-->
3501<type number="19" name="Item Match"> 3568<type number="19" name="Item Match">
3502 <ignore> 3569 <ignore>
3503 <ignore_list name="non_pickable" /> 3570 <ignore_list name="non_pickable" />
3571 <attribute arch="connected"/>
3504 </ignore> 3572 </ignore>
3505 <description><![CDATA[ 3573 <description><![CDATA[
3506 Match objects use the deliantra matching language 3574 Match objects use the deliantra matching language
3507 (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)
3508 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
3535 3603
3536<!--####################################################################--> 3604<!--####################################################################-->
3537<type number="94" name="Pit"> 3605<type number="94" name="Pit">
3538 <ignore> 3606 <ignore>
3539 <ignore_list name="non_pickable" /> 3607 <ignore_list name="non_pickable" />
3608 <attribute arch="connected"/>
3540 </ignore> 3609 </ignore>
3541 <description><![CDATA[ 3610 <description><![CDATA[
3542 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.
3543 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
3544 the exact destination, but within a configurable radius of the destination 3613 the exact destination, but within a configurable radius of the destination
4178 4247
4179<!--####################################################################--> 4248<!--####################################################################-->
4180<type number="98" name="Sign &amp; MagicMouth"> 4249<type number="98" name="Sign &amp; MagicMouth">
4181 <ignore> 4250 <ignore>
4182 <ignore_list name="non_pickable" /> 4251 <ignore_list name="non_pickable" />
4252 <attribute arch="connected"/>
4183 </ignore> 4253 </ignore>
4184 <description><![CDATA[ 4254 <description><![CDATA[
4185 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
4186 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:
4187 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
4409 </attribute> 4479 </attribute>
4410 <attribute arch="other_arch" editor="create object" type="string"> 4480 <attribute arch="other_arch" editor="create object" type="string">
4411 </attribute> 4481 </attribute>
4412 <attribute arch="sp" editor="cost spellpoints" type="int"> 4482 <attribute arch="sp" editor="cost spellpoints" type="int">
4413 </attribute> 4483 </attribute>
4484 <attribute arch="dam" editor="damage" type="int">
4485 </attribute>
4414 <attribute arch="grace" editor="cost grace" type="int"> 4486 <attribute arch="grace" editor="cost grace" type="int">
4415 </attribute> 4487 </attribute>
4416 <attribute arch="maxsp" editor="double cost per level" type="int"> 4488 <attribute arch="maxsp" editor="double cost per level" type="int">
4417 </attribute> 4489 </attribute>
4418</type> 4490</type>
4524 4596
4525<!--####################################################################--> 4597<!--####################################################################-->
4526<type number="41" name="Teleporter"> 4598<type number="41" name="Teleporter">
4527 <ignore> 4599 <ignore>
4528 <ignore_list name="non_pickable" /> 4600 <ignore_list name="non_pickable" />
4601 <attribute arch="connected"/>
4529 </ignore> 4602 </ignore>
4530 <description><![CDATA[ 4603 <description><![CDATA[
4531 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
4532 different location. The main difference to the object-type exit 4605 different location. The main difference to the object-type exit
4533 is the possibility to have teleporters connected to levers/buttons/etc. 4606 is the possibility to have teleporters connected to levers/buttons/etc.
4612 4685
4613<!--####################################################################--> 4686<!--####################################################################-->
4614<type number="26" name="Timed Gate"> 4687<type number="26" name="Timed Gate">
4615 <ignore> 4688 <ignore>
4616 <ignore_list name="non_pickable" /> 4689 <ignore_list name="non_pickable" />
4690 <attribute arch="connected"/>
4617 </ignore> 4691 </ignore>
4618 <description><![CDATA[ 4692 <description><![CDATA[
4619 Gates play an important role in Deliantra. Gates can be opened 4693 Gates play an important role in Deliantra. Gates can be opened
4620 by activating a button/trigger, by speaking passwords (-> magic_ear) 4694 by activating a button/trigger, by speaking passwords (-> magic_ear)
4621 or carrying special key-objects (-> inventory checker). 4695 or carrying special key-objects (-> inventory checker).
4666 <attribute arch="name_pl" /> 4740 <attribute arch="name_pl" />
4667 <attribute arch="weight" /> 4741 <attribute arch="weight" />
4668 <attribute arch="value" /> 4742 <attribute arch="value" />
4669 <attribute arch="material" /> 4743 <attribute arch="material" />
4670 <attribute arch="unpaid" /> 4744 <attribute arch="unpaid" />
4745 <attribute arch="connected"/>
4671 </ignore> 4746 </ignore>
4672 <description><![CDATA[ 4747 <description><![CDATA[
4673 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
4674 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,
4675 and generally have either a physical attack or trigger a reaction. 4750 and generally have either a physical attack or trigger a reaction.
4811 4886
4812<!--####################################################################--> 4887<!--####################################################################-->
4813<type number="52" name="Trigger Marker"> 4888<type number="52" name="Trigger Marker">
4814 <ignore> 4889 <ignore>
4815 <ignore_list name="system_object" /> 4890 <ignore_list name="system_object" />
4891 <attribute arch="connected"/>
4816 </ignore> 4892 </ignore>
4817 <description><![CDATA[ 4893 <description><![CDATA[
4818 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
4819 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
4820 &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
4821 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).
4822 <br><br> 4899 <br><br>
4823 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,
4824 except by the effect that they cause on the maps.]]> 4901 except by the effect that they cause on the maps.]]>
4825 </description> 4902 </description>
4826 <use><![CDATA[ 4903 <use><![CDATA[

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