86 lines
2.9 KiB
Plaintext
86 lines
2.9 KiB
Plaintext
/**
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@fn obj::race
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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_122
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</td><td> If set, the container will hold only certain types of objects.
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Possible choices for <container class> are: "gold and jewels",
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"arrows" and "keys".
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Unfortunately it is not easy to create new container
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classes, because items need a matching counterpiece-attribute
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to the <container class> before they can be put inside a
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container. This attribute ("race") is set only for the existing
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container classes.</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> The disease will only infect creatures of the specified <race>.
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"<race> *" means every creature can be infected.</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 string specifies the object we are looking for: We have a match
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if the player does/don't carry an object of archetype <match arch name>.</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> Every monster should have a race set to categorize it.
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The monster's <race> can have different effects:
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Slaying weapons inflict triple damage against enemy races
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and holy word kills only enemy races of the god.</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> Only shooting weapons with matching <ammunition class> can fire
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these projectiles. For arrows set "arrows", for crossbow bolts
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set "crossbow bolts" (big surprise).
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In certain cases, the ammunition class is displayed in the game.
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Hence, when you create a new ammunition class, choose an
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intuitive name like "missiles", "spirit bolts" - whatever.
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You can also make special containers holding these projectiles
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by setting the <container class> to match your <ammunition class>.</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> If this is set to the arch name of any monster, together with
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<spell name> "summon evil monster", the rune will summon a bunch
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of those on detonation. (dam and attacktype will still be ignored
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in this case). Runes are even capable of summoning multi-square
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monsters, given enough space. You'd better test it though.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_14
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</td><td> Only projectiles with matching <ammunition class> can be fired
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with this weapon. For normal bows set "arrows", for normal
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crossbows set "crossbow bolts".
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In certain cases, the ammunition class is displayed in the game.
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Hence, when you create a new ammunition class, choose an
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intuitive name like "missiles", "spirit bolts" - whatever.</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> For weak walls, <race> should always be set to "wall",
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unless you create something fancy like a building which
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is in fact meant to be a huge animal.
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Note that shovels slay walls, so they do triple damage
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against weak walls.</td>
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</tr>
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*/
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