160 lines
5.5 KiB
Plaintext
160 lines
5.5 KiB
Plaintext
/**
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@fn obj::level
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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_8
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</td><td> If this value is set to be greater than zero, the player needs a
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certain literacy level to succeed reading the book. The book can be
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read if: mental_level greater <literacy level> - 5. Adding level to a
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book can be a nice idea, personally I like it when a player needs
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more than his fighting skills to solve a quest. However, keep the
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book level at least below 15 because it is quite hard to gain high
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mental levels.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_42
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</td><td> The created object will be of that level. If zero/unset,
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the standard level of the archetype is used.</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> The <plaque level> is proportional to the disease's deadliness.
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This mainly reflects in the <damage>. It has no effect on
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most other symptoms. Nevertheless, it is a very important value for
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all damage-inflicting diseases.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_83
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</td><td> The number of items in the target pile will be multiplied by the
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<multiply factor>. If it is set to zero, all target objects
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will be destroyed.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_72
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</td><td> The <flesh level> is not visible to the players and it affects only
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dragon players. Normally this value reflects the level of the monster
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from which the flesh item originates.
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Dragon players always search for flesh of highest level possible,
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because it bears the best chance to gain high resistances.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_88
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</td><td> I guess this value is supposed to work similar to monster levels.
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But in fact, it does not seem to have an effect. Set any non-zero
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value to be on the safe side.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_56
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</td><td> To re-consecrate an altar, the player's wisdom level must be as
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high or higher than this value. In that way, some altars can not
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be re-consecrated, while other altars, like those in dungeons, could be.
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Altars located in temples should have at least <reconsecrate level> 120.
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Some characters might need those altars, they would be very unhappy to
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see them re-consecrated to another cult.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_35
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</td><td> The casting level of the <spell> determines it's power.
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For attack spells, level should not be set too high.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_62
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</td><td> The wall will cast it's spells at level <spell level>. "level 1"
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walls cast spells at minimal strength. "level 100" walls cast deadly
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spells. Arch default is level 1 - you should always set this value
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to meet the overall difficulty of your map.</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> A monster's <level> is the most important attribute.
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<level> affects the power of a monster in various ways.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_40
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</td><td> If <move players> is enabled, both players and monsters will be
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moved. In the arches' default it is disabled - thus ONLY monsters
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get moved. Remember that "monsters" includes NPCs!
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This feature provides you with the possibility to make NPCs
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literally "come to life". Example: The player is talking with an
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NPC, speaking a certain keyword. This triggers a magic_ear and
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activates creators, creating (per default: monster-only) movers
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under the NPC's feet. The NPC starts "walking" on a predefined
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route! Note that it's useful to set this NPC immune to everything,
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preventing the player to push the NPC off his trace.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_5
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</td><td> If the potion contains a spell, the spell is cast at this level.
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For other potions it should be set at least to 1.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_3
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</td><td> The casting level of the <spell> determines it's power.
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For attack spells, level should be set to something reasonable.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_154
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</td><td> This value sets the level the rune will cast the spell it contains at,
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if applicable. A level 99 rune casts a very, very mean spell of whatever.
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(<rune level> 0 runes won't detonate at all!)
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Level Also effects how easily a rune may be found and disarmed, and
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how much experience the player gets for doing so. Beware: High level
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runes can be quite a cheap source of experience! So either make them
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tough, or keep the level low.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_111
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</td><td> The spell of the scroll will be casted at this level.
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This value should always be set, at least to 1.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_43, @ref page_type_101
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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_155
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</td><td> Level effects how easily a trap may be found and disarmed, and
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how much experience the player gets for doing so. Beware: High level
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traps can be quite a cheap source of experience! So either make them
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tough, or keep the level low.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_109
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</td><td> The <casting level> of the wand determines it's power.
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An average level for wands in shops is about 10.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_214
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</td><td> The <level> of a weak wall works similar to monster levels.
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Due to the fact that weak walls cannot attack, the level
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is much less important though.</td>
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</tr>
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*/
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