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

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/**
@fn liv::Wis
@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 wisdom 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 wisdom will rise by the given value if he chooses this
class. (Negative values make wisdom fall)</td>
</tr>
<tr>
<td>
@ref page_type_158
</td><td> The player's wisdom will rise by the given value
while being infected. (Negative values make wisdom fall)</td>
</tr>
<tr>
<td>
@ref page_type_212, @ref page_type_28
</td><td> &lt;sensing range&gt; determines how close a player needs to be before
the creature wakes up. This is done as a square, for reasons of speed.
Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
11x11 square of the monster will wake the monster up. If the player
has stealth, the size of this square is reduced in half plus 1.</td>
</tr>
<tr>
<td>
@ref page_type_5
</td><td> The player's wisdom 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 wisdom 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 wisdom will rise/fall by the given value while
wearing this weapon.</td>
</tr>
*/