158 lines
5.2 KiB
Plaintext
158 lines
5.2 KiB
Plaintext
/**
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@fn liv::hp
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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_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 <health regen.> bonus speeds up the
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player's healing process. Negative values slow it down.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_58
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</td><td> The exit destinations define the (x, y)-coordinates where players
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get teleported after they died on this battleground.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_42
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</td><td> The creator can be triggered <number of uses> times, thus
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creating that many objects, before it disappears.
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Default is <number of uses> 1 (-> one-time usage).</td>
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</tr>
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<tr>
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<td>
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@ref page_type_158
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</td><td> This value increases the player's healing rate.
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Negative values decrease it.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_23
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</td><td> The more <hitpoints> the door has, the longer it takes to be broken.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_66
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</td><td> The exit destinations define the (x, y)-coordinates where the exit
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leads to.
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If both are set to zero, the player will be transferred to the "default
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enter location" of the destined map. The latter can be set in the map-
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properties as "Enter X/Y". Though, please DO NOT use that.
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It turned out to be a source for numerous map-bugs.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_35
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</td><td> This value represents the initial amount of spellpoints in the horn.
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Naturally, this is quite unimportant.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_64
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</td><td> This value specifies the object we are looking for: We have a match
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if the player does/don't carry an object that is of type <match type>.
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Example: Set <match type> 15 (type 15 => weapon) and <blocking passage>
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enabled. Now you have an inventory checker blocking all players that carry any
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kind of melee weapon. To pass, a player is forced to leave behind all
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his weaponry... bad news for a warrior. ;)</td>
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</tr>
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<tr>
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<td>
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@ref page_type_62
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</td><td> The more <hitpoints> the wall has, the longer
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it takes to be destroyed.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_212, @ref page_type_28
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</td><td> The <health points> of a monster define how long it takes to
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kill it. With every successful hit from an opponent, <health points>
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get drained - The monster dies by zero <health points>.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_40
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</td><td> This value has only a meaning if <gets used up> is set:
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<number of uses> is the number of times minus one, that it
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will move a creature before disappearing. (It will move
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someone <number of uses>+1 times, then vanish).</td>
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</tr>
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<tr>
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<td>
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@ref page_type_94
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</td><td> The pit will transport creatures (and items) randomly into a two-square
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radius of the destination coordinates.
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If the destination square becomes blocked, the pit will act like
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being filled up and not work anymore!</td>
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</tr>
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<tr>
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<td>
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@ref page_type_3
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</td><td> This value represents the initial amount of spellpoints in the rod.
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Naturally, this is quite unimportant.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_154
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</td><td> The rune will detonate <number of charges> times before disappearing.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_41
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</td><td> The exit destinations define the (x, y)-coordinates where the exit
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leads to.
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If both are set to zero and <exit path> is empty, the player will
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get teleported to another, randomly chosen teleporter on the same
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map (Slightly confusing for the player though). Make sure there
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actually *is* a second one in that case.
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If both are set to zero and <exit path> is set, the player will
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be transferred to the "default enter location" of the destined map.
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The latter can be set in the map-properties as "Enter X/Y". Though,
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please DO NOT use that. It turned out to be a source for numerous
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map-bugs.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_26
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</td><td> Defines the duration the gate remains closed. This only takes effect
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if the gate is not connected.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_155
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</td><td> The trap will detonate <number of charges> times before disappearing.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_95
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</td><td> The trapdoor will transport creatures (and items) randomly into
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a two-square radius of the destination coordinates.
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If the destination square becomes blocked, the trapdoor will act like
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being filled up and not work anymore!</td>
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</tr>
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<tr>
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<td>
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@ref page_type_4
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</td><td> "Create number" specifies how many pieces of the given treasurelist
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will appear. Note that for every piece there is a chance that nothing is
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generated. Also, sometimes there can be stacks of items generated, like
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for gems/money.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_214
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</td><td> The <health points> of a weak wall define how long it takes to
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tear it down. With every successful hit from an opponent,
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<health points> get drained.</td>
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</tr>
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*/
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