62 lines
1.8 KiB
Plaintext
62 lines
1.8 KiB
Plaintext
/**
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@fn liv::Cha
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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 player's charisma will rise/fall by the given value
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while wearing this piece of equipment.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_37
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</td><td> The player's charisma will rise by the given value if he chooses this
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class. (Negative values make charisma fall)</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 player's charisma will rise by the given value
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while being infected. (Negative values make charisma fall)</td>
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</tr>
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<tr>
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<td>
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@ref page_type_5
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</td><td> The player's charisma will rise/fall by the given value for permanent
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(of course there is an upper limit). Generally there shouldn't be stat
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potions granting more than one stat. Cursed potions will subtract the
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stats if positive.</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> This value determines what fraction of the time the rune is visible:
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It'll be randomly visible 1/<visibility> of the time. Also effects
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how easily the rune may be found.</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 player's charisma will rise/fall by the given value
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while wearing this shooting weapon.</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> This value determines what fraction of the time the trap is visible:
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It'll be randomly visible 1/<visibility> of the time. Also effects
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how easily the trap may be found.</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 player's charisma will rise/fall by the given value
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while wearing this weapon.</td>
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</tr>
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*/
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