158 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
			
		
		
	
	
			158 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
| /**
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| @fn obj::slaying
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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>    This string specifies the item that must be put on the altar to
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|     activate it. It can either be the name of an archetype, or directly
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|     the name of an object. Yet, titles are not recognized by altars.
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|     Remember to put a note somewhere, telling the player what he is
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|     expected to drop on the altar. (Often this is put in the altar's
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|     name: E.g. "drop 100 platinums")</td>
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| 	</tr>
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| 	<tr>
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| 		<td>
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| @ref page_type_122
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| 		</td><td>    If <key string> is set, only players with a special key
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|     of matching <key string> are able to open the container.</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>    <cost arch> is the name of the archetype the player has to
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|     put on the converter, as payment.</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 bear the name and title specified in <name of
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|     creation>.  If nothing is set, the standard name and title of the
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|     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_51
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| 		</td><td>    <match name> specifies the name of the object we are looking for.
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|     Actually it does also check for the <key string> in key-objects,
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|     but for this case inventory checkers are often more powerful to use.</td>
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| 	</tr>
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| 	<tr>
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| 		<td>
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| @ref page_type_116
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| 		</td><td>    Specifies the script file name that should be executed. Relative file names
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|     are relative to the path name of the map file this even is in. Absolute
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|     file names are looked up in the maps base directory.</td>
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| 	</tr>
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| 	<tr>
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| 		<td>
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| @ref page_type_66
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| 		</td><td>    The exit path defines the map that the player is transferred to.
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|     You can enter an absolute path, beginning with '/' (for example
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|     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
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|     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
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|     relative path "Fire1"). Use relative paths whenever possible! Note that
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|     upper/lower case must always be set correctly. However, please use lower
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|     case only.
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|     It is well possible to have an exit pointing to the same map that the exit
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|     is on. If slaying is not set in an exit, the player will see a message like
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|     "the exit is closed".</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 a key object or a mark with identical
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|     <key string>. Note that key objects usually appear as "passports" in
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|     this context. A typical example is the city gate mechanism of Scorn.</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>    Contains the verb that is used to construct a message to the player
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|     applying the item transformer.</td>
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| 	</tr>
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| 	<tr>
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| 		<td>
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| @ref page_type_20
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| 		</td><td>    The <key string> in the door must be identical with the
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|     <key string> in the special key, then the door is unlocked.
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|     It is VERY important to set the <key string> to something that
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|     is unique among the CF map set.
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| 
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|     DON'T EVER USE the default string "set_individual_value".</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>    The <key string> can be detected by inventory checkers/detectors.
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|     If the player already has a force with that <key string>,
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|     there won't be inserted a second one.</td>
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| 	</tr>
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| 	<tr>
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| 		<td>
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| @ref page_type_17
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| 		</td><td>    the <match race> defines the object we're looking for. If <match race>
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|     matches the monster's or the player's race, we have a match.
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|     Yes, pedestals can detect a player's race! E.g. you could create a
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|     place where only fireborns can enter, by setting "slaying unnatural".
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| 
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|     If it is set to "player", any player stepping on the pedestal
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|     is a match. Very useful if you want to open a gate for players
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|     but not for monsters.</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>    Slaying means the weapon does triple (3x) damage to monsters
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|     of the specified race. If <slaying race> matches an arch name,
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|     only monsters of that archetype receive triple damage.
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|     Triple damage is very effective.</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>    Name of the spell in the rune, if any. <spell name> is optional,
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|     but if present, overrides the <spell> setting.</td>
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| 	</tr>
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| 	<tr>
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| 		<td>
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| @ref page_type_21
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| 		</td><td>    This string must be identical with the <key string> in the
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|     locked door, then it can be unlocked. It can also be used
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|     to trigger inventory checkers.</td>
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| 	</tr>
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| 	<tr>
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| 		<td>
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| @ref page_type_41
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| 		</td><td>    The exit path specifies the map that the player is transferred to.
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|     <exit path> can be an absolute path, beginning with '/'
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|     (for example "/peterm/FireTemple/fire1"). It can also be a relative
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|     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
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|     for example I could use the relative path "Fire1"). Use relative
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|     paths whenever possible! Note that upper/lower case must always be
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|     set correctly. However, please use lower case only.
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| 
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|     If the <exit path> is set, ONLY players can get teleported. If the
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|     <exit path> is unset (empty), anything can get teleported: Players,
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|     monsters and items. In this case, the destined map is automatically
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|     the same map the teleporter is on.</td>
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| 	</tr>
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| 	<tr>
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| 		<td>
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| @ref page_type_15
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| 		</td><td>    Slaying means the weapon does triple (3x) damage to monsters of the
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|     specified race. If <slaying race> matches an arch name (e.g. "big_dragon"),
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|     only monsters of that archetype are hit with triple damage.
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| 
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|     No god blessings are possible for weapons with a race set in this entry
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|     (That's because god blessings add triple damage against their own
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|     enemy races). Triple damage is very effective.</td>
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| 	</tr>
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| 
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| */
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