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

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/**
@fn liv::ac
@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
</td><td> This value defines the amount of armor-class bonus for wearing
this item. &lt;Armor class&gt; lessens the chance of being hit. Lower
values are better. It should usually be set only for armor-like equipment.</td>
</tr>
<tr>
<td>
@ref page_type_158
</td><td> Every time the disease "moves" the severity of the symptoms are increased
by &lt;progressiveness&gt;/100. (severity = 1 + (accumulated progression)/100)</td>
</tr>
<tr>
<td>
@ref page_type_23
</td><td> Doors of high &lt;armor class&gt; are less likely to get hit.
&lt;armor class&gt; can be considered the "counterpiece" to
&lt;weapon class&gt;.</td>
</tr>
<tr>
<td>
@ref page_type_62
</td><td> A magic wall of high &lt;armor class&gt; is less likely to get hit from
an opponent. &lt;armor class&gt; can be considered the "counterpiece"
to &lt;weapon class&gt;.</td>
</tr>
<tr>
<td>
@ref page_type_212, @ref page_type_28
</td><td> Monsters of low &lt;armor class&gt; are less likely to get hit from
their opponent. &lt;armor class&gt; can be considered the "counterpiece"
to &lt;weapon class&gt;.
Values typically range between +20 (very bad) to -20 (quite good).</td>
</tr>
<tr>
<td>
@ref page_type_214
</td><td> Weak walls of high &lt;armor class&gt; are less likely to get hit.
&lt;armor class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.</td>
</tr>
*/