server-1.12/doc/Developers/fields/field_slaying.dox

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/**
@fn obj::slaying
@section Use
<table>
<tr>
<th>Type(s)</th>
<th>Description</th>
</tr> <tr>
<td>
@ref page_type_18, @ref page_type_31
</td><td> This string specifies the item that must be put on the altar to
activate it. It can either be the name of an archetype, or directly
the name of an object. Yet, titles are not recognized by altars.
Remember to put a note somewhere, telling the player what he is
expected to drop on the altar. (Often this is put in the altar's
name: E.g. "drop 100 platinums")</td>
</tr>
<tr>
<td>
@ref page_type_122
</td><td> If &lt;key string&gt; is set, only players with a special key
of matching &lt;key string&gt; are able to open the container.</td>
</tr>
<tr>
<td>
@ref page_type_103
</td><td> &lt;cost arch&gt; is the name of the archetype the player has to
put on the converter, as payment.</td>
</tr>
<tr>
<td>
@ref page_type_42
</td><td> The created object will bear the name and title specified in &lt;name of
creation&gt;. If nothing is set, the standard name and title of the
archetype is used.</td>
</tr>
<tr>
<td>
@ref page_type_51
</td><td> &lt;match name&gt; specifies the name of the object we are looking for.
Actually it does also check for the &lt;key string&gt; in key-objects,
but for this case inventory checkers are often more powerful to use.</td>
</tr>
<tr>
<td>
@ref page_type_116
</td><td> Specifies the script file name that should be executed. Relative file names
are relative to the path name of the map file this even is in. Absolute
file names are looked up in the maps base directory.</td>
</tr>
<tr>
<td>
@ref page_type_66
</td><td> The exit path defines the map that the player is transferred to.
You can enter an absolute path, beginning with '/' (for example
"/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
relative path "Fire1"). Use relative paths whenever possible! Note that
upper/lower case must always be set correctly. However, please use lower
case only.
It is well possible to have an exit pointing to the same map that the exit
is on. If slaying is not set in an exit, the player will see a message like
"the exit is closed".</td>
</tr>
<tr>
<td>
@ref page_type_64
</td><td> This string specifies the object we are looking for: We have a match
if the player does/don't carry a key object or a mark with identical
&lt;key string&gt;. Note that key objects usually appear as "passports" in
this context. A typical example is the city gate mechanism of Scorn.</td>
</tr>
<tr>
<td>
@ref page_type_163
</td><td> Contains the verb that is used to construct a message to the player
applying the item transformer.</td>
</tr>
<tr>
<td>
@ref page_type_20
</td><td> The &lt;key string&gt; in the door must be identical with the
&lt;key string&gt; in the special key, then the door is unlocked.
It is VERY important to set the &lt;key string&gt; to something that
is unique among the CF map set.
DON'T EVER USE the default string "set_individual_value".</td>
</tr>
<tr>
<td>
@ref page_type_55, @ref page_type_52
</td><td> The &lt;key string&gt; can be detected by inventory checkers/detectors.
If the player already has a force with that &lt;key string&gt;,
there won't be inserted a second one.</td>
</tr>
<tr>
<td>
@ref page_type_17
</td><td> the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
matches the monster's or the player's race, we have a match.
Yes, pedestals can detect a player's race! E.g. you could create a
place where only fireborns can enter, by setting "slaying unnatural".
If it is set to "player", any player stepping on the pedestal
is a match. Very useful if you want to open a gate for players
but not for monsters.</td>
</tr>
<tr>
<td>
@ref page_type_13
</td><td> Slaying means the weapon does triple (3x) damage to monsters
of the specified race. If &lt;slaying race&gt; matches an arch name,
only monsters of that archetype receive triple damage.
Triple damage is very effective.</td>
</tr>
<tr>
<td>
@ref page_type_154
</td><td> Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
but if present, overrides the &lt;spell&gt; setting.</td>
</tr>
<tr>
<td>
@ref page_type_21
</td><td> This string must be identical with the &lt;key string&gt; in the
locked door, then it can be unlocked. It can also be used
to trigger inventory checkers.</td>
</tr>
<tr>
<td>
@ref page_type_41
</td><td> The exit path specifies the map that the player is transferred to.
&lt;exit path&gt; can be an absolute path, beginning with '/'
(for example "/peterm/FireTemple/fire1"). It can also be a relative
path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
for example I could use the relative path "Fire1"). Use relative
paths whenever possible! Note that upper/lower case must always be
set correctly. However, please use lower case only.
If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
&lt;exit path&gt; is unset (empty), anything can get teleported: Players,
monsters and items. In this case, the destined map is automatically
the same map the teleporter is on.</td>
</tr>
<tr>
<td>
@ref page_type_15
</td><td> Slaying means the weapon does triple (3x) damage to monsters of the
specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
only monsters of that archetype are hit with triple damage.
No god blessings are possible for weapons with a race set in this entry
(That's because god blessings add triple damage against their own
enemy races). Triple damage is very effective.</td>
</tr>
*/