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

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/**
@fn obj::randomitems
@section Use
<table>
<tr>
<th>Type(s)</th>
<th>Description</th>
</tr> <tr>
<td>
@ref page_type_37
</td><td> This entry determines which initial items the character receives.</td>
</tr>
<tr>
<td>
@ref page_type_23
</td><td> This entry determines what kind of traps will appear in the door.</td>
</tr>
<tr>
<td>
@ref page_type_212, @ref page_type_28
</td><td> When the monster is killed, items from the treasurelist will
drop to the ground. This is a common way to reward players
for killing (masses of) monsters.
Note that you can always put items into the monster's
inventory. Those will drop-at-kill just like the stuff
from the &lt;treasurelist&gt;.</td>
</tr>
<tr>
<td>
@ref page_type_68
</td><td> This entry determines what kind of treasure will appear, when
&lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
for details about existing treasurelists.</td>
</tr>
<tr>
<td>
@ref page_type_85
</td><td> There are two ways to put spells into a spellbook:
1. Put a spell object in the books inventory. In this case,
treasurelist must be set to &lt;none&gt;.
2. Choose a treasurelist which contains spells.
In that way, a spell will be chosen randomly from the list.</td>
</tr>
<tr>
<td>
@ref page_type_4
</td><td> This entry determines what kind of treasure will appear. Look into
/crossfire/share/crossfire/treasures for details about existing
treasurelists.</td>
</tr>
*/