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

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/**
@fn obj::race
@section Use
<table>
<tr>
<th>Type(s)</th>
<th>Description</th>
</tr> <tr>
<td>
@ref page_type_122
</td><td> If set, the container will hold only certain types of objects.
Possible choices for &lt;container class&gt; are: "gold and jewels",
"arrows" and "keys".
Unfortunately it is not easy to create new container
classes, because items need a matching counterpiece-attribute
to the &lt;container class&gt; before they can be put inside a
container. This attribute ("race") is set only for the existing
container classes.</td>
</tr>
<tr>
<td>
@ref page_type_158
</td><td> The disease will only infect creatures of the specified &lt;race&gt;.
"&lt;race&gt; *" means every creature can be infected.</td>
</tr>
<tr>
<td>
@ref page_type_64
</td><td> This string specifies the object we are looking for: We have a match
if the player does/don't carry an object of archetype &lt;match arch name&gt;.</td>
</tr>
<tr>
<td>
@ref page_type_212, @ref page_type_28
</td><td> Every monster should have a race set to categorize it.
The monster's &lt;race&gt; can have different effects:
Slaying weapons inflict triple damage against enemy races
and holy word kills only enemy races of the god.</td>
</tr>
<tr>
<td>
@ref page_type_13
</td><td> Only shooting weapons with matching &lt;ammunition class&gt; can fire
these projectiles. For arrows set "arrows", for crossbow bolts
set "crossbow bolts" (big surprise).
In certain cases, the ammunition class is displayed in the game.
Hence, when you create a new ammunition class, choose an
intuitive name like "missiles", "spirit bolts" - whatever.
You can also make special containers holding these projectiles
by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.</td>
</tr>
<tr>
<td>
@ref page_type_154
</td><td> If this is set to the arch name of any monster, together with
&lt;spell name&gt; "summon evil monster", the rune will summon a bunch
of those on detonation. (dam and attacktype will still be ignored
in this case). Runes are even capable of summoning multi-square
monsters, given enough space. You'd better test it though.</td>
</tr>
<tr>
<td>
@ref page_type_14
</td><td> Only projectiles with matching &lt;ammunition class&gt; can be fired
with this weapon. For normal bows set "arrows", for normal
crossbows set "crossbow bolts".
In certain cases, the ammunition class is displayed in the game.
Hence, when you create a new ammunition class, choose an
intuitive name like "missiles", "spirit bolts" - whatever.</td>
</tr>
<tr>
<td>
@ref page_type_214
</td><td> For weak walls, &lt;race&gt; should always be set to "wall",
unless you create something fancy like a building which
is in fact meant to be a huge animal.
Note that shovels slay walls, so they do triple damage
against weak walls.</td>
</tr>
*/