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