/** @fn liv::wc @section Use */
Type(s) Description
@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 The <weapon class> value adds to the overall weapon class of the wielder's melee attacks. Weapon class improves the chance of hitting the opponent. Weapon class is the "counterpiece" of <armor class>. It should usually be set only for weapon-like items. Lower values are better.
@ref page_type_158 The <infectiousness> defines the chance of new creatures getting infected. If you set this too high, the disease is very likely to be too effective. <infectiousness>/127 is the chance of someone in range catching it.
@ref page_type_91, @ref page_type_94, @ref page_type_26 The <position state> defines the position of the gate: Zero means completely open/down, the "number of animation-steps" (usually about 6 or 7) means completely closed/up state. I suggest you don't mess with this value - Leave the default in place.
@ref page_type_88 <weapon class> improves the chance of hitting the victim. Lower values are better. Usually, hazard floors like lava are supposed to hit the victim all the time. Therefore, <weapon class> should be set to something like -30.
@ref page_type_212, @ref page_type_28 Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armor class>.
@ref page_type_13, @ref page_type_14 This value is supposed to be the base <weapon class>, but it seems to have rather little effect. High values are good here, low values bad.
@ref page_type_15 The weapon class value adds to the overall weapon class of the wielder's melee attacks. Weapon class improves the chance of hitting the opponent.