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

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/**
@fn liv::exp
@section Use
<table>
<tr>
<th>Type(s)</th>
<th>Description</th>
</tr> <tr>
<td>
@ref page_type_31
</td><td> Being activated, the altar will reset after &lt;reset time&gt; ticks.
After reset, the altar is ready to be activated once again.
The default &lt;reset time&gt; is 30.</td>
</tr>
<tr>
<td>
@ref page_type_99
</td><td> Boots with &lt;speed bonus&gt; will increase the player's walking speed
while worn. This kind of bonus is quite desirable for players of low-
and medium level. High level players usually have fastest possible
walking speed and thus don't need &lt;speed bonus&gt; anymore.
Still, this bonus is good for nice artifacts - not everything has
to be for highest level.</td>
</tr>
<tr>
<td>
@ref page_type_158
</td><td> When the player manages to cure this disease (with a curing spell),
he is awarded with &lt;exp. for curing&gt; experience.</td>
</tr>
<tr>
<td>
@ref page_type_212, @ref page_type_28
</td><td> When a player kills this monster, he will get exactly this
amount of &lt;experience&gt;. The experience will flow into
the skill-category the player used for the kill.
If you create special monsters of tweaked strength/abilities,
always make sure that the &lt;experience&gt; is set to a
reasonable value. Compare with existing arches to get a feeling
what reasonable means. Keep in mind that spellcasting monsters
are a lot harder to kill than non-spellcasters!</td>
</tr>
<tr>
<td>
@ref page_type_68
</td><td> The &lt;quality level&gt; will be used for the quality of the generated
goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
doesn't need to be set, unless you want extraordinarily good/bad
quality. If you want to make a shop with very high quality, maybe
charge an entrance fee, or make the shop hard-to-come-by.
Note that &lt;quality level&gt; mainly affects chance of magic bonus
and appearance of artifact-items.</td>
</tr>
<tr>
<td>
@ref page_type_43
</td><td>(no description)</td>
</tr>
<tr>
<td>
@ref page_type_4
</td><td> The &lt;quality level&gt; will be used for the quality of the generated
treasure instead of the map difficulty (as was done with shops).
If zero/unset, the map difficulty will instead be used.
(Example for comparison: Shop floors generate treasure of
&lt;quality level&gt; 5 per default).</td>
</tr>
*/