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dev:object_types [2018/04/08 14:22]
karl [type 85: spellbook]
dev:object_types [2024/05/20 18:25] (current)
leaf Merge in changes from the wiki-data object_types page
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   * "maxhp <​number>":​ <​number>​ is the maximum amount of spellpoints the rod can hold. Make sure it is enough to cast the contained spell at least once. But don't set the value too high, that would make the rod too effective.   * "maxhp <​number>":​ <​number>​ is the maximum amount of spellpoints the rod can hold. Make sure it is enough to cast the contained spell at least once. But don't set the value too high, that would make the rod too effective.
  
-see also: [[#type 35: horn]] (35),  [[#type 109: wand / staff]] (109)+see also: [[dev:​object_types#type_35horn|horn]] (35),  [[dev:​object_types#type_109wand/staff|wand]] (109)
  
 ==== type 4: treasure ==== ==== type 4: treasure ====
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   * "level <​number>":​ If <​number>​ is greater zero, the player needs a certain literacy level to succeed reading the book. The book can be read if: mental_level greater <​number>​ - 5. Adding level to a book can be a nice idea, personally I like it when a player needs more than his fighting skills to solve a quest. However, keep the booklevel at least below 15 because it is quite hard to gain high mental levels.   * "level <​number>":​ If <​number>​ is greater zero, the player needs a certain literacy level to succeed reading the book. The book can be read if: mental_level greater <​number>​ - 5. Adding level to a book can be a nice idea, personally I like it when a player needs more than his fighting skills to solve a quest. However, keep the booklevel at least below 15 because it is quite hard to gain high mental levels.
  
-see also:  [[#type 85: spellbook]] , [[#type 98: sign / magic mouth]] , [[#type 111: scroll]]+see also:  [[dev:object_types#​type_85spellbook|spellbook]] ​(85), [[dev:object_types#​type_98sign|sign]] ​(98), [[dev:object_types#​type_111scroll|scroll]] ​(111)
  
 ==== type 9: clock ==== ==== type 9: clock ====
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 When the player walks into a teleporter, he is transferred to a different location. The main difference to the object-type [[#type 66: exit]] is the possibility to have teleporters connected to levers/​buttons/​etc. Sometimes teleporters are activated even against the players will. When the player walks into a teleporter, he is transferred to a different location. The main difference to the object-type [[#type 66: exit]] is the possibility to have teleporters connected to levers/​buttons/​etc. Sometimes teleporters are activated even against the players will.
  
-Unlike exits, teleporters can transfer also items and monsters to different locations on the same map.+Unlike ​[[exits]], teleporters can transfer also items and monsters to different locations on the same map.
  
   * "​slaying <​map_path>"​ defines the map that the player is transferred to. <​map_path>​ 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 slaying is set, ONLY players can get teleported. If slaying is unset ("​slaying 0"), anything can get teleported: Players, monsters and items. In this case, the destined map is automatically the same map the teleporter is on.   * "​slaying <​map_path>"​ defines the map that the player is transferred to. <​map_path>​ 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 slaying is set, ONLY players can get teleported. If slaying is unset ("​slaying 0"), anything can get teleported: Players, monsters and items. In this case, the destined map is automatically the same map the teleporter is on.
dev/object_types.1523215351.txt.gz ยท Last modified: 2018/04/08 14:22 (external edit)