72 lines
2.3 KiB
Plaintext
72 lines
2.3 KiB
Plaintext
/**
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@fn liv::dam
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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_158
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</td><td> A disease with a positive <damage> value will strike the player for that
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amount of damage every time the symptoms occur.
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A negative <damage> value produces %-based damage: "<damage> -10" means
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the player's health is reduced by 10% every time the symptoms strike.
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Diseases with %-based damage can be dangerous - but not deadly -
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for players of all levels.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_88
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</td><td> The <base damage> defines how much damage is inflicted to the
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victim per hit. The final damage is influenced by several other
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factors like the victim's resistance and level.</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> Among other parameters, <damage> affects how much melee damage
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a monster inflicts. <damage> is used as base value for damage per
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hit. <level>, <speed>, <weapon class> and resistances also
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take effect on the melee damage of a monster.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_13
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</td><td> The projectile <damage> significantly affects the damage
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done. Damage can be further increased by the shooting
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weapon's attributes.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_154
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</td><td> <direct damage> specifies how much damage is done by the rune,
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if it doesn't contain a spell. This should be set in reasonable
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relation to the rune's level.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_14
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</td><td> The <base damage> significantly affects the damage done
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by using this weapon. This damage is added to the projectile
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damage and then (if <ignore strength> disabled) a bonus
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according to the player's strength is added.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_155
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</td><td> <direct damage> specifies how much damage is done by the trap.
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This should be set in reasonable relation to the trap's level.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_15
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</td><td> The damage value is used as base value for how much damage the weapon
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does per hit. The actual damage involves more dependencies,
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like wielder's level and defender's level. Look at existing weapons
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to get a feel for the range of weapon damage values.</td>
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</tr>
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*/
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