54 lines
1.5 KiB
Plaintext
54 lines
1.5 KiB
Plaintext
/**
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@fn obj::randomitems
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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_37
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</td><td> This entry determines which initial items the character receives.</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> This entry determines what kind of traps will appear in 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_212, @ref page_type_28
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</td><td> When the monster is killed, items from the treasurelist will
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drop to the ground. This is a common way to reward players
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for killing (masses of) monsters.
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Note that you can always put items into the monster's
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inventory. Those will drop-at-kill just like the stuff
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from the <treasurelist>.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_68
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</td><td> This entry determines what kind of treasure will appear, when
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<generate goods> is enabled. Look into /crossfire/share/crossfire/treasures
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for details about existing treasurelists.</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> There are two ways to put spells into a spellbook:
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1. Put a spell object in the books inventory. In this case,
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treasurelist must be set to <none>.
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2. Choose a treasurelist which contains spells.
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In that way, a spell will be chosen randomly from the list.</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> This entry determines what kind of treasure will appear. Look into
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/crossfire/share/crossfire/treasures for details about existing
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treasurelists.</td>
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</tr>
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*/
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