/** @fn obj::msg @section Use
Type(s) | Description |
---|---|
@ref page_type_18, @ref page_type_31 | This text will be displayed to the player in the exact moment when the altar is activated. |
@ref page_type_39, @ref page_type_99, @ref page_type_104, @ref page_type_16, @ref page_type_87, @ref page_type_113, @ref page_type_100, @ref page_type_34, @ref page_type_70, @ref page_type_33 | This text describes the item's "story". Every decent artifact should have such a description. |
@ref page_type_8 | This is the text that appears "written" in the book. |
@ref page_type_92, @ref page_type_30 | This text may describe the item. You can use this message to explain the button's purpose to the player. |
@ref page_type_9 | This text may describe the item |
@ref page_type_122 | This text may contain a description of the container. |
@ref page_type_103 | This text may contain a description of the converter. |
@ref page_type_158 | This text is displayed to the player every time the symptoms strike. |
@ref page_type_66 | If set, this message will be displayed to the player when he applies the exit. This is quite useful to throw in some "role-play feeling": "As you enter the dark cave you hear the sound of rustling dragonscales...". Well, my English is poor, but you get the point. =) |
@ref page_type_72 | This text may describe the item. |
@ref page_type_211, @ref page_type_67, @ref page_type_60 | This text may describe the object. |
@ref page_type_93, @ref page_type_27 | This text may describe the item. You can use this message to explain the handle's purpose to the player. |
@ref page_type_35 | This text may contain a description of the horn. |
@ref page_type_163 | This text may contain a description of the item transformer. |
@ref page_type_20 | When a player is trying to open the door without carrying the appropriate key, this text is displayed to the player. This is a good opportunity to place hints about the special key needed to unlock the door. |
@ref page_type_29 | This text field contains the keyword-matching-syntax. The text should have the following format: "@match <keyword1>|<keyword2>|... ". Any number of keywords from one to infinite is allowed. Make sure they are separated by a '|'. Examples: "@match yes", "@match gold|treasure". The connected value will be triggered when the player speaks any of the given keywords within a two-square radius. IMPORTANT: Upper/lower case does not make a difference! |
@ref page_type_55, @ref page_type_52 | In the moment when the player gets marked, this text is displayed to him. You should really set a message in any marker you create, because it's the only way for the player to notice what's going on. |
@ref page_type_212, @ref page_type_28 | (no description) |
@ref page_type_13 | This text may describe the projectile. This could be nice for very special ones. |
@ref page_type_3 | This text may contain a description of the rod. |
@ref page_type_154 | When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;) |
@ref page_type_14, @ref page_type_15 | This text describes the weapons' "story". Every decent artifact weapon should have such a description. |
@ref page_type_98 | This text will be displayed to the player. |
@ref page_type_21 | This will add a description to the object. The player can read this text by clicking on the item in his inventory. Use this message to describe what the key/passport is good for. A player might have 50 different keys on his key-ring. Don't expect players to recall their purpose just by their names. |
@ref page_type_85 | This text may contain a nice description of the spellbook's cover or something. |
@ref page_type_155 | When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;) |
@ref page_type_109 | This text may contain a description of the wand. |