90 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
			
		
		
	
	
			90 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
| /**
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| @fn liv::food
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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_18, @ref page_type_31
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| 		</td><td>    The drop amount specifies the amount of items (specified
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|     in <match item name>) that must be dropped to activate the altar.
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| 
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|     If <match item name> is set to "money", then the value of the
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|     sacrificed money must be equal to <drop amount> (ie, if food=200, then
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|     200 silver, 20 gold, or 4 platinum will all work.)
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| 
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|     Note that the maximum possible for <drop amount> is 32767.</td>
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| 	</tr>
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| 	<tr>
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| 		<td>
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| @ref page_type_39, @ref page_type_99, @ref page_type_104, @ref page_type_16, @ref page_type_87, @ref page_type_113, @ref page_type_100, @ref page_type_34, @ref page_type_70, @ref page_type_33, @ref page_type_15
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| 		</td><td>    Positive <food bonus> slows down the player's digestion,
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|     thus he consumes less food. Negative values speed it up.
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| 
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|     Note that food is consumed not only for "being alive", but
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|     also for healing and mana-regeneration.
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|     <food bonus> only affects the amount of food consumed
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|     for "being alive". Hence, even with high <food bonus>,
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|     during a fight a player can run out of food quickly.</td>
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| 	</tr>
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| 	<tr>
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| 		<td>
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| @ref page_type_103
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| 		</td><td>    The player has to put <cost number> items of <cost arch>
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|     on the converter, in order to get <receive number> items
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|     of <receive arch>.</td>
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| 	</tr>
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| 	<tr>
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| 		<td>
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| @ref page_type_72, @ref page_type_6
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| 		</td><td>    The player's stomach will get filled with this amount of foodpoints.
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|     The player's health will increase by <foodpoints>/50 hp.</td>
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| 	</tr>
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| 	<tr>
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| 		<td>
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| @ref page_type_163
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| 		</td><td>    <number of uses> controls how many times the item transformer can
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|     be used. The value 0 means "unlimited"</td>
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| 	</tr>
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| 	<tr>
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| 		<td>
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| @ref page_type_55, @ref page_type_52
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| 		</td><td>    This value defines the duration of the force it inserts.
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|     If nonzero, the duration of the player's mark is finite:
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|     about 1 food per 10 seconds. <mark duration> zero/unset
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|     means the mark will stay on the player forever.</td>
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| 	</tr>
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| 	<tr>
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| 		<td>
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| @ref page_type_13
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| 		</td><td>    The <chance to break> defines the breaking probability when this
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|     projectile hits an obstacle, e.g. wall or monster.
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|     The value is the %-chance to break, ranging from 0 (never breaking)
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|     to 100 (breaking at first shot).</td>
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| 	</tr>
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| 	<tr>
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| 		<td>
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| @ref page_type_98
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| 		</td><td>    If a counter-value is set (greater zero), the sign/magic_mouth can be applied
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|     (printing the message) only that many times. For signs this really shouldn't
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|     be used, while for magic_mouths it is extremely helpful.
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|     Monsters walking over the magic_mouth do not decrease the counter.
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| 
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|     Often, you might want to have a message displayed only one time. For example:
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|     The player enters your map and you put a magic_mouth to tell him about the
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|     monsters and how dangerous they look and all. Later, when all the monsters
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|     are killed and the player leaves the map, displaying the same message a
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|     second time would be silly. <counter> 1 does a perfect job in such cases.
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|     Otherwise set <counter> zero/unset for infinite use (that is the default).</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 wand can be used <number of charges> times before it is
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|     used up. It can be recharged with scrolls of charging.</td>
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| 	</tr>
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| 
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| */
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