server-1.12/doc/Developers/fields/field_msg.dox

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/**
@fn obj::msg
@section Use
<table>
<tr>
<th>Type(s)</th>
<th>Description</th>
</tr> <tr>
<td>
@ref page_type_18, @ref page_type_31
</td><td> This text will be displayed to the player
in the exact moment when the altar is activated.</td>
</tr>
<tr>
<td>
@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
</td><td> This text describes the item's "story". Every decent artifact
should have such a description.</td>
</tr>
<tr>
<td>
@ref page_type_8
</td><td> This is the text that appears "written" in the book.</td>
</tr>
<tr>
<td>
@ref page_type_92, @ref page_type_30
</td><td> This text may describe the item. You can use this
message to explain the button's purpose to the player.</td>
</tr>
<tr>
<td>
@ref page_type_9
</td><td> This text may describe the item</td>
</tr>
<tr>
<td>
@ref page_type_122
</td><td> This text may contain a description of the container.</td>
</tr>
<tr>
<td>
@ref page_type_103
</td><td> This text may contain a description of the converter.</td>
</tr>
<tr>
<td>
@ref page_type_158
</td><td> This text is displayed to the player every time the
symptoms strike.</td>
</tr>
<tr>
<td>
@ref page_type_66
</td><td> 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. =)</td>
</tr>
<tr>
<td>
@ref page_type_72
</td><td> This text may describe the item.</td>
</tr>
<tr>
<td>
@ref page_type_211, @ref page_type_67, @ref page_type_60
</td><td> This text may describe the object.</td>
</tr>
<tr>
<td>
@ref page_type_93, @ref page_type_27
</td><td> This text may describe the item. You can use this
message to explain the handle's purpose to the player.</td>
</tr>
<tr>
<td>
@ref page_type_35
</td><td> This text may contain a description of the horn.</td>
</tr>
<tr>
<td>
@ref page_type_163
</td><td> This text may contain a description of the item transformer.</td>
</tr>
<tr>
<td>
@ref page_type_20
</td><td> 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.</td>
</tr>
<tr>
<td>
@ref page_type_29
</td><td> This text field contains the keyword-matching-syntax. The text should
have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
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!</td>
</tr>
<tr>
<td>
@ref page_type_55, @ref page_type_52
</td><td> 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.</td>
</tr>
<tr>
<td>
@ref page_type_212, @ref page_type_28
</td><td>(no description)</td>
</tr>
<tr>
<td>
@ref page_type_13
</td><td> This text may describe the projectile. This
could be nice for very special ones.</td>
</tr>
<tr>
<td>
@ref page_type_3
</td><td> This text may contain a description of the rod.</td>
</tr>
<tr>
<td>
@ref page_type_154
</td><td> When the rune detonates, this text is displayed to the
victim. For especially powerful runes, create an appropriate
thrilling description. ;)</td>
</tr>
<tr>
<td>
@ref page_type_14, @ref page_type_15
</td><td> This text describes the weapons' "story". Every decent artifact weapon
should have such a description.</td>
</tr>
<tr>
<td>
@ref page_type_98
</td><td> This text will be displayed to the player.</td>
</tr>
<tr>
<td>
@ref page_type_21
</td><td> 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.</td>
</tr>
<tr>
<td>
@ref page_type_85
</td><td> This text may contain a nice description
of the spellbook's cover or something.</td>
</tr>
<tr>
<td>
@ref page_type_155
</td><td> When the trap detonates, this text is displayed to the
victim. For especially powerful or complex traps, create an appropriate
and thrilling description. ;)</td>
</tr>
<tr>
<td>
@ref page_type_109
</td><td> This text may contain a description of the wand.</td>
</tr>
*/