64 lines
2.2 KiB
Plaintext
64 lines
2.2 KiB
Plaintext
/**
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@fn liv::wc
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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> The <weapon class> value adds to the overall weapon class of the wielder's
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melee attacks. Weapon class improves the chance of hitting the opponent.
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Weapon class is the "counterpiece" of <armor class>. It should usually
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be set only for weapon-like items. Lower values are better.</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> The <infectiousness> defines the chance of new creatures getting
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infected. If you set this too high, the disease is very likely to
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be too effective.
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<infectiousness>/127 is the chance of someone in range catching it.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_91, @ref page_type_94, @ref page_type_26
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</td><td> The <position state> defines the position of the gate:
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Zero means completely open/down, the "number of animation-steps" (usually
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about 6 or 7) means completely closed/up state. I suggest you don't
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mess with this value - Leave the default in place.</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> <weapon class> improves the chance of hitting the victim.
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Lower values are better.
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Usually, hazard floors like lava are supposed to hit the
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victim all the time. Therefore, <weapon class> should be set
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to something like -30.</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 high <weapon class> are more likely to really hit
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their opponent. <weapon class> can be considered the "counterpiece"
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to <armor class>.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_13, @ref page_type_14
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</td><td> This value is supposed to be the base <weapon class>,
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but it seems to have rather little effect.
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High values are good here, low values bad.</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 weapon class value adds to the overall weapon class of the wielder's
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melee attacks. Weapon class improves the chance of hitting the opponent.</td>
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</tr>
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*/
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