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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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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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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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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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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