140 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
			
		
		
	
	
			140 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
| /**
 | |
| @fn liv::sp
 | |
| @section Use
 | |
| <table>
 | |
| 	<tr>
 | |
| 		<th>Type(s)</th>
 | |
| 		<th>Description</th>
 | |
| 	</tr>	<tr>
 | |
| 		<td>
 | |
| @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
 | |
| 		</td><td>    Positive <mana regen.> bonus speeds up the
 | |
|     player's mana regeneration. Negative values slow it down.</td>
 | |
| 	</tr>
 | |
| 	<tr>
 | |
| 		<td>
 | |
| @ref page_type_58
 | |
| 		</td><td>    The exit destinations define the (x, y)-coordinates where players
 | |
|     get teleported after they died on this battleground.</td>
 | |
| 	</tr>
 | |
| 	<tr>
 | |
| 		<td>
 | |
| @ref page_type_103
 | |
| 		</td><td>    The player has to put <cost number> items of <cost arch>
 | |
|     on the converter, in order to get <receive number> items
 | |
|     of <receive arch>.</td>
 | |
| 	</tr>
 | |
| 	<tr>
 | |
| 		<td>
 | |
| @ref page_type_112
 | |
| 		</td><td>    Projectiles will leave the director flying in the selected <direction>.
 | |
|     A director with direction <none> simply stops projectiles.
 | |
|     (The latter works out a bit strange for some spells).</td>
 | |
| 	</tr>
 | |
| 	<tr>
 | |
| 		<td>
 | |
| @ref page_type_158
 | |
| 		</td><td>    This value increases the player's rate of mana regeneration.
 | |
|     Negative values decrease it.</td>
 | |
| 	</tr>
 | |
| 	<tr>
 | |
| 		<td>
 | |
| @ref page_type_66
 | |
| 		</td><td>    The exit destinations define the (x, y)-coordinates where the exit
 | |
|     leads to.
 | |
|     If both are set to zero, the player will be transferred to the "default
 | |
|     enter location" of the destined map. The latter can be set in the map-
 | |
|     properties as "Enter X/Y". Though, please DO NOT use that.
 | |
|     It turned out to be a source for numerous map-bugs.</td>
 | |
| 	</tr>
 | |
| 	<tr>
 | |
| 		<td>
 | |
| @ref page_type_62
 | |
| 		</td><td>    The magic wall will cast it's spells always in the specified
 | |
|     <direction>. A magic wall with direction set to <none> will
 | |
|     always fire in a random direction.</td>
 | |
| 	</tr>
 | |
| 	<tr>
 | |
| 		<td>
 | |
| @ref page_type_212, @ref page_type_28
 | |
| 		</td><td>    Like players, monsters need <spellpoints> to do magic. Monsters use
 | |
|     them for both wizard- and prayer-spells. However, this value defines
 | |
|     only the amount of *initial* spellpoints the monster starts with.
 | |
|     When creating a spellcasting monster, remember that <max spellpoints>
 | |
|     and <spellpoint regen.> are more important than just initial
 | |
|     <spellpoints>.</td>
 | |
| 	</tr>
 | |
| 	<tr>
 | |
| 		<td>
 | |
| @ref page_type_40
 | |
| 		</td><td>    The mover will push creatures in the specified <direction>.
 | |
|     A mover with direction set to <none> will spin clockwise,
 | |
|     thus pushing creatures in unpredictable directions.</td>
 | |
| 	</tr>
 | |
| 	<tr>
 | |
| 		<td>
 | |
| @ref page_type_94
 | |
| 		</td><td>    The pit will transport creatures (and items) randomly into a two-square
 | |
|     radius of the destination coordinates.
 | |
|     If the destination square becomes blocked, the pit will act like
 | |
|     being filled up and not work anymore!</td>
 | |
| 	</tr>
 | |
| 	<tr>
 | |
| 		<td>
 | |
| @ref page_type_156
 | |
| 		</td><td>    <initial mana> is the amount of spellpoints that the
 | |
|     crystal holds when the map is loaded.</td>
 | |
| 	</tr>
 | |
| 	<tr>
 | |
| 		<td>
 | |
| @ref page_type_14
 | |
| 		</td><td>    After shooting a projectile, the player is frozen for a short
 | |
|     period of time (to prevent shooting arrows machine-gun-like).
 | |
|     The greater <shooting speed>, the shorter this period of time.
 | |
|     1 is minimum (=worst) and 100 is maximum (=best) value.
 | |
| 
 | |
|     You shouldn't set <shooting speed> lower than 10. YOU MUST NOT
 | |
|     SET IT TO ZERO! (That would freeze the player for eternity).</td>
 | |
| 	</tr>
 | |
| 	<tr>
 | |
| 		<td>
 | |
| @ref page_type_101
 | |
| 		</td><td>(no description)</td>
 | |
| 	</tr>
 | |
| 	<tr>
 | |
| 		<td>
 | |
| @ref page_type_90
 | |
| 		</td><td>    The spinner will change the direction of flying objects by
 | |
|     45 degrees per <direction number>. Negative values spin clockwise,
 | |
|     positive values counter clockwise.
 | |
| 
 | |
|     Example: <direction number> -2 means spin 90 degrees clockwise.</td>
 | |
| 	</tr>
 | |
| 	<tr>
 | |
| 		<td>
 | |
| @ref page_type_41
 | |
| 		</td><td>    The exit destinations define the (x, y)-coordinates where the exit
 | |
|     leads to.
 | |
| 
 | |
|     If both are set to zero and <exit path> is empty, the player will
 | |
|     get teleported to another, randomly chosen teleporter on the same
 | |
|     map (Slightly confusing for the player though). Make sure there
 | |
|     actually *is* a second one in that case.
 | |
| 
 | |
|     If both are set to zero and <exit path> is set, the player will
 | |
|     be transferred to the "default enter location" of the destined map.
 | |
|     The latter can be set in the map-properties as "Enter X/Y". Though,
 | |
|     please DO NOT use that. It turned out to be a source for numerous
 | |
|     map-bugs.</td>
 | |
| 	</tr>
 | |
| 	<tr>
 | |
| 		<td>
 | |
| @ref page_type_95
 | |
| 		</td><td>    The trapdoor will transport creatures (and items) randomly into
 | |
|     a two-square radius of the destination coordinates.
 | |
|     If the destination square becomes blocked, the trapdoor will act like
 | |
|     being filled up and not work anymore!</td>
 | |
| 	</tr>
 | |
| 
 | |
| */
 |