86 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
			
		
		
	
	
			86 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
| /**
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| @fn obj::race
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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_122
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| 		</td><td>    If set, the container will hold only certain types of objects.
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|     Possible choices for <container class> are: "gold and jewels",
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|     "arrows" and "keys".
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| 
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|     Unfortunately it is not easy to create new container
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|     classes, because items need a matching counterpiece-attribute
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|     to the <container class> before they can be put inside a
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|     container. This attribute ("race") is set only for the existing
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|     container classes.</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 disease will only infect creatures of the specified <race>.
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|     "<race> *" means every creature can be infected.</td>
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| 	</tr>
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| 	<tr>
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| 		<td>
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| @ref page_type_64
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| 		</td><td>    This string specifies the object we are looking for: We have a match
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|     if the player does/don't carry an object of archetype <match arch name>.</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>    Every monster should have a race set to categorize it.
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|     The monster's <race> can have different effects:
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|     Slaying weapons inflict triple damage against enemy races
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|     and holy word kills only enemy races of the god.</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>    Only shooting weapons with matching <ammunition class> can fire
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|     these projectiles. For arrows set "arrows", for crossbow bolts
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|     set "crossbow bolts" (big surprise).
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| 
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|     In certain cases, the ammunition class is displayed in the game.
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|     Hence, when you create a new ammunition class, choose an
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|     intuitive name like "missiles", "spirit bolts" - whatever.
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| 
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|     You can also make special containers holding these projectiles
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|     by setting the <container class> to match your <ammunition class>.</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>    If this is set to the arch name of any monster, together with
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|     <spell name> "summon evil monster", the rune will summon a bunch
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|     of those on detonation. (dam and attacktype will still be ignored
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|     in this case). Runes are even capable of summoning multi-square
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|     monsters, given enough space. You'd better test it though.</td>
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| 	</tr>
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| 	<tr>
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| 		<td>
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| @ref page_type_14
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| 		</td><td>    Only projectiles with matching <ammunition class> can be fired
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|     with this weapon. For normal bows set "arrows", for normal
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|     crossbows set "crossbow bolts".
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| 
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|     In certain cases, the ammunition class is displayed in the game.
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|     Hence, when you create a new ammunition class, choose an
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|     intuitive name like "missiles", "spirit bolts" - whatever.</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>    For weak walls, <race> should always be set to "wall",
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|     unless you create something fancy like a building which
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|     is in fact meant to be a huge animal.
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|     Note that shovels slay walls, so they do triple damage
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|     against weak walls.</td>
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| 	</tr>
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| 
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| */
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