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