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

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/**
@fn obj::level
@section Use
<table>
<tr>
<th>Type(s)</th>
<th>Description</th>
</tr> <tr>
<td>
@ref page_type_8
</td><td> If this value is set to be greater than zero, the player needs a
certain literacy level to succeed reading the book. The book can be
read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
book can be a nice idea, personally I like it when a player needs
more than his fighting skills to solve a quest. However, keep the
book level at least below 15 because it is quite hard to gain high
mental levels.</td>
</tr>
<tr>
<td>
@ref page_type_42
</td><td> The created object will be of that level. If zero/unset,
the standard level of the archetype is used.</td>
</tr>
<tr>
<td>
@ref page_type_158
</td><td> The &lt;plaque level&gt; is proportional to the disease's deadliness.
This mainly reflects in the &lt;damage&gt;. It has no effect on
most other symptoms. Nevertheless, it is a very important value for
all damage-inflicting diseases.</td>
</tr>
<tr>
<td>
@ref page_type_83
</td><td> The number of items in the target pile will be multiplied by the
&lt;multiply factor&gt;. If it is set to zero, all target objects
will be destroyed.</td>
</tr>
<tr>
<td>
@ref page_type_72
</td><td> The &lt;flesh level&gt; is not visible to the players and it affects only
dragon players. Normally this value reflects the level of the monster
from which the flesh item originates.
Dragon players always search for flesh of highest level possible,
because it bears the best chance to gain high resistances.</td>
</tr>
<tr>
<td>
@ref page_type_88
</td><td> I guess this value is supposed to work similar to monster levels.
But in fact, it does not seem to have an effect. Set any non-zero
value to be on the safe side.</td>
</tr>
<tr>
<td>
@ref page_type_56
</td><td> To re-consecrate an altar, the player's wisdom level must be as
high or higher than this value. In that way, some altars can not
be re-consecrated, while other altars, like those in dungeons, could be.
Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
Some characters might need those altars, they would be very unhappy to
see them re-consecrated to another cult.</td>
</tr>
<tr>
<td>
@ref page_type_35
</td><td> The casting level of the &lt;spell&gt; determines it's power.
For attack spells, level should not be set too high.</td>
</tr>
<tr>
<td>
@ref page_type_62
</td><td> The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
walls cast spells at minimal strength. "level 100" walls cast deadly
spells. Arch default is level 1 - you should always set this value
to meet the overall difficulty of your map.</td>
</tr>
<tr>
<td>
@ref page_type_212, @ref page_type_28
</td><td> A monster's &lt;level&gt; is the most important attribute.
&lt;level&gt; affects the power of a monster in various ways.</td>
</tr>
<tr>
<td>
@ref page_type_40
</td><td> If &lt;move players&gt; is enabled, both players and monsters will be
moved. In the arches' default it is disabled - thus ONLY monsters
get moved. Remember that "monsters" includes NPCs!
This feature provides you with the possibility to make NPCs
literally "come to life". Example: The player is talking with an
NPC, speaking a certain keyword. This triggers a magic_ear and
activates creators, creating (per default: monster-only) movers
under the NPC's feet. The NPC starts "walking" on a predefined
route! Note that it's useful to set this NPC immune to everything,
preventing the player to push the NPC off his trace.</td>
</tr>
<tr>
<td>
@ref page_type_5
</td><td> If the potion contains a spell, the spell is cast at this level.
For other potions it should be set at least to 1.</td>
</tr>
<tr>
<td>
@ref page_type_3
</td><td> The casting level of the &lt;spell&gt; determines it's power.
For attack spells, level should be set to something reasonable.</td>
</tr>
<tr>
<td>
@ref page_type_154
</td><td> This value sets the level the rune will cast the spell it contains at,
if applicable. A level 99 rune casts a very, very mean spell of whatever.
(&lt;rune level&gt; 0 runes won't detonate at all!)
Level Also effects how easily a rune may be found and disarmed, and
how much experience the player gets for doing so. Beware: High level
runes can be quite a cheap source of experience! So either make them
tough, or keep the level low.</td>
</tr>
<tr>
<td>
@ref page_type_111
</td><td> The spell of the scroll will be casted at this level.
This value should always be set, at least to 1.</td>
</tr>
<tr>
<td>
@ref page_type_43, @ref page_type_101
</td><td>(no description)</td>
</tr>
<tr>
<td>
@ref page_type_155
</td><td> Level effects how easily a trap may be found and disarmed, and
how much experience the player gets for doing so. Beware: High level
traps can be quite a cheap source of experience! So either make them
tough, or keep the level low.</td>
</tr>
<tr>
<td>
@ref page_type_109
</td><td> The &lt;casting level&gt; of the wand determines it's power.
An average level for wands in shops is about 10.</td>
</tr>
<tr>
<td>
@ref page_type_214
</td><td> The &lt;level&gt; of a weak wall works similar to monster levels.
Due to the fact that weak walls cannot attack, the level
is much less important though.</td>
</tr>
*/