71 lines
2.4 KiB
Plaintext
71 lines
2.4 KiB
Plaintext
/**
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@fn liv::exp
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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_31
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</td><td> Being activated, the altar will reset after <reset time> ticks.
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After reset, the altar is ready to be activated once again.
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The default <reset time> is 30.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_99
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</td><td> Boots with <speed bonus> will increase the player's walking speed
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while worn. This kind of bonus is quite desirable for players of low-
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and medium level. High level players usually have fastest possible
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walking speed and thus don't need <speed bonus> anymore.
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Still, this bonus is good for nice artifacts - not everything has
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to be for highest level.</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> When the player manages to cure this disease (with a curing spell),
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he is awarded with <exp. for curing> experience.</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 a player kills this monster, he will get exactly this
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amount of <experience>. The experience will flow into
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the skill-category the player used for the kill.
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If you create special monsters of tweaked strength/abilities,
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always make sure that the <experience> is set to a
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reasonable value. Compare with existing arches to get a feeling
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what reasonable means. Keep in mind that spellcasting monsters
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are a lot harder to kill than non-spellcasters!</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> The <quality level> will be used for the quality of the generated
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goods. If zero/unset, <quality level> 5 is used. Usually this value
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doesn't need to be set, unless you want extraordinarily good/bad
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quality. If you want to make a shop with very high quality, maybe
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charge an entrance fee, or make the shop hard-to-come-by.
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Note that <quality level> mainly affects chance of magic bonus
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and appearance of artifact-items.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_43
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</td><td>(no description)</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> The <quality level> will be used for the quality of the generated
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treasure instead of the map difficulty (as was done with shops).
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If zero/unset, the map difficulty will instead be used.
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(Example for comparison: Shop floors generate treasure of
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<quality level> 5 per default).</td>
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</tr>
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*/
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