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

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/**
@fn liv::Pow
@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> The player's power will rise/fall by the given value
while wearing this piece of equipment.</td>
</tr>
<tr>
<td>
@ref page_type_37
</td><td> The player's power will rise by the given value if he chooses this
class. (Negative values make power fall)</td>
</tr>
<tr>
<td>
@ref page_type_158
</td><td> The player's power will rise by the given value
while being infected. (Negative values make power fall)</td>
</tr>
<tr>
<td>
@ref page_type_212, @ref page_type_28
</td><td> Monsters regenerate this many spellpoints each 16 ticks. Hence, the
spellpoint regeneration rate is independent of &lt;speed&gt;.
To make a real tough spellcasting monster, the rate of spellpoint
regeneration is most important. If your monster is still not casting
fast enough, give it the spell-ability of "regenerate mana".
That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.</td>
</tr>
<tr>
<td>
@ref page_type_5
</td><td> The player's power will rise/fall by the given value for permanent
(of course there is an upper limit). Generally there shouldn't be stat
potions granting more than one stat. Cursed potions will subtract the
stats if positive.</td>
</tr>
<tr>
<td>
@ref page_type_14
</td><td> The player's power will rise/fall by the given value
while wearing this shooting weapon.</td>
</tr>
<tr>
<td>
@ref page_type_15
</td><td> The player's power will rise/fall by the given value
while wearing this weapon.</td>
</tr>
*/