90 lines
3.4 KiB
Plaintext
90 lines
3.4 KiB
Plaintext
/**
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@fn liv::food
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@section Use
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<table>
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<tr>
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<th>Type(s)</th>
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<th>Description</th>
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</tr> <tr>
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<td>
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@ref page_type_18, @ref page_type_31
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</td><td> The drop amount specifies the amount of items (specified
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in <match item name>) that must be dropped to activate the altar.
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If <match item name> is set to "money", then the value of the
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sacrificed money must be equal to <drop amount> (ie, if food=200, then
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200 silver, 20 gold, or 4 platinum will all work.)
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Note that the maximum possible for <drop amount> is 32767.</td>
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</tr>
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<tr>
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<td>
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@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, @ref page_type_15
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</td><td> Positive <food bonus> slows down the player's digestion,
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thus he consumes less food. Negative values speed it up.
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Note that food is consumed not only for "being alive", but
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also for healing and mana-regeneration.
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<food bonus> only affects the amount of food consumed
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for "being alive". Hence, even with high <food bonus>,
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during a fight a player can run out of food quickly.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_103
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</td><td> The player has to put <cost number> items of <cost arch>
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on the converter, in order to get <receive number> items
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of <receive arch>.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_72, @ref page_type_6
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</td><td> The player's stomach will get filled with this amount of foodpoints.
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The player's health will increase by <foodpoints>/50 hp.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_163
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</td><td> <number of uses> controls how many times the item transformer can
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be used. The value 0 means "unlimited"</td>
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</tr>
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<tr>
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<td>
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@ref page_type_55, @ref page_type_52
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</td><td> This value defines the duration of the force it inserts.
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If nonzero, the duration of the player's mark is finite:
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about 1 food per 10 seconds. <mark duration> zero/unset
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means the mark will stay on the player forever.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_13
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</td><td> The <chance to break> defines the breaking probability when this
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projectile hits an obstacle, e.g. wall or monster.
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The value is the %-chance to break, ranging from 0 (never breaking)
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to 100 (breaking at first shot).</td>
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</tr>
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<tr>
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<td>
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@ref page_type_98
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</td><td> If a counter-value is set (greater zero), the sign/magic_mouth can be applied
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(printing the message) only that many times. For signs this really shouldn't
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be used, while for magic_mouths it is extremely helpful.
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Monsters walking over the magic_mouth do not decrease the counter.
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Often, you might want to have a message displayed only one time. For example:
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The player enters your map and you put a magic_mouth to tell him about the
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monsters and how dangerous they look and all. Later, when all the monsters
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are killed and the player leaves the map, displaying the same message a
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second time would be silly. <counter> 1 does a perfect job in such cases.
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Otherwise set <counter> zero/unset for infinite use (that is the default).</td>
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</tr>
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<tr>
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<td>
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@ref page_type_109
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</td><td> The wand can be used <number of charges> times before it is
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used up. It can be recharged with scrolls of charging.</td>
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</tr>
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*/
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