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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| 
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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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| */
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