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

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/**
@fn obj::magic
@section Use
<table>
<tr>
<th>Type(s)</th>
<th>Description</th>
</tr> <tr>
<td>
@ref page_type_99
</td><td> &lt;magic bonus&gt; works just like ac, except that it can be improved by
"scrolls of Enchant Armour" or reduced by acid. It is less useful
than direct armor-class bonus on the boots.
Important: &lt;magic bonus&gt; on boots has no effect if there is no
&lt;armor class&gt; set. It only works in combination with &lt;armor class&gt;.</td>
</tr>
<tr>
<td>
@ref page_type_104
</td><td> &lt;magic bonus&gt; works just like ac, except that it can be improved by
"scrolls of Enchant Armour" or reduced by acid. It is less useful
than direct armor-class bonus on the bracers.</td>
</tr>
<tr>
<td>
@ref page_type_16
</td><td> &lt;magic bonus&gt; works just like ac, except that it can be improved by
"scrolls of Enchant Armour" or reduced by acid. It is less useful
than direct armor-class bonus on the armor.</td>
</tr>
<tr>
<td>
@ref page_type_87
</td><td> &lt;magic bonus&gt; works just like ac, except that it can be improved by
"scrolls of Enchant Armour" or reduced by acid. It is less useful
than direct armor-class bonus on the cloak.
Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
&lt;armor class&gt; set. It only works in combination with &lt;armor class&gt;.</td>
</tr>
<tr>
<td>
@ref page_type_158
</td><td> &lt;infection range&gt; sets the range at which infection may occur.
If positive, the &lt;infection range&gt; is level dependant - If negative,
it is not:
E.g. "&lt;infection range&gt; -6" means creatures can be infected in
six square range, and &lt;plaque level&gt; doesn't modify that.</td>
</tr>
<tr>
<td>
@ref page_type_113
</td><td> &lt;magic bonus&gt; works just like ac, except that it can be improved by
"scrolls of Enchant Armour" or reduced by acid. It is less useful
than direct armor-class bonus on the helmet.
Important: &lt;magic bonus&gt; on girdles has no effect if there is no
&lt;armor class&gt; set. Girdles shouldn't have &lt;armor class&gt;, thus
&lt;magic bonus&gt; is pointless here.</td>
</tr>
<tr>
<td>
@ref page_type_100
</td><td> If the gloves provide &lt;armor class&gt;, &lt;magic bonus&gt; will increase it.
If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
will increase that.</td>
</tr>
<tr>
<td>
@ref page_type_34
</td><td> &lt;magic bonus&gt; works just like ac, except that it can be improved by
"scrolls of Enchant Armour" or reduced by acid. It is less useful
than direct armor-class bonus on the helmet.
Important: &lt;magic bonus&gt; on helmets has no effect if there is no
&lt;armor class&gt; set. It only works in combination with &lt;armor class&gt;.
Crowns for instance typically provide no &lt;amour class&gt;.</td>
</tr>
<tr>
<td>
@ref page_type_13
</td><td> Magic bonus increases chance to hit and damage a little bit.</td>
</tr>
<tr>
<td>
@ref page_type_33
</td><td> &lt;magic bonus&gt; works just like ac, except that it can be improved by
"scrolls of Enchant Armour" or reduced by acid. It is less useful
than direct armor-class bonus on the shield.</td>
</tr>
<tr>
<td>
@ref page_type_14
</td><td> &lt;Magic bonus&gt; improves the quality of the shooting weapon.
I'm not sure what exactly is increased - maybe weapon class?
However, &lt;magic bonus&gt; seems to have a little bit of positive
influence on your chance to hit.</td>
</tr>
<tr>
<td>
@ref page_type_15
</td><td> For a weapon, magic bonus works just like weapon class, except that
magic bonus can be improved by the gods or reduced by acid. Hence, it is
less useful than direct weapon class value on a weapon.</td>
</tr>
*/