577 lines
18 KiB
Plaintext
577 lines
18 KiB
Plaintext
/**
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@var SHIELD
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See @ref page_type_33
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*/
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/**
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@page page_type_33 Shield
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@section Description
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Wearing a shield, the object's stats will directly be inherited to
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the player. Shields usually provide good defense, only surpassed
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by breastplate armor. Resistances on shields aren't uncommon either.
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Type defined by:
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- @ref object::type = 33
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@section Attributes
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<table>
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<tr>
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<th>Attribute</th>
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<th>Field</th>
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<th>Description</th>
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</tr>
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<tr>
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<td>armor class</td>
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<td>@ref liv::ac</td>
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<td> This value defines the amount of armor-class bonus for wearing
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this item. <Armor class> lessens the chance of being hit. Lower
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values are better. It should usually be set only for armor-like equipment.
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</td>
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</tr>
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<tr>
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<td>attuned paths</td>
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<td>@ref obj::path_attuned</td>
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<td> Click on the <attuned paths> button to select spellpaths.
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The player will get attuned to the specified spellpaths
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while wearing this item.
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</td>
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</tr>
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<tr>
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<td>block view</td>
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<td>@ref FLAG_BLOCKSVIEW</td>
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<td> If an item is set to block view, players (and monsters) cannot
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see beyond it unless they cross it or manage to stand on top.
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</td>
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</tr>
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<tr>
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<td>charisma</td>
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<td>@ref liv::Cha</td>
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<td> The player's charisma will rise/fall by the given value
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while wearing this piece of equipment.
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</td>
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</tr>
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<tr>
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<td>constitution</td>
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<td>@ref liv::Con</td>
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<td> The player's constitution will rise/fall by the given value
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while wearing this piece of equipment.
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</td>
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</tr>
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<tr>
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<td>curse</td>
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<td>@ref FLAG_CURSED</td>
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<td> A cursed piece of equipment cannot be unwielded
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unless the curse is removed.
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</td>
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</tr>
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<tr>
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<td>damnation</td>
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<td>@ref FLAG_DAMNED</td>
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<td> A damned piece of equipment cannot be unwielded unless the curse
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is removed. Removing damnations is a tick harder than removing curses.
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</td>
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</tr>
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<tr>
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<td>denied paths</td>
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<td>@ref obj::path_denied</td>
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<td> Click on the <denied paths> button to select spellpaths.
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The specified spellpaths will be denied to the player
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while wearing this item.
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</td>
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</tr>
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<tr>
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<td>description</td>
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<td>@ref obj::msg</td>
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<td> This text describes the item's "story". Every decent artifact
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should have such a description.
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</td>
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</tr>
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<tr>
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<td>dexterity</td>
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<td>@ref liv::Dex</td>
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<td> The player's dexterity will rise/fall by the given value
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while wearing this piece of equipment.
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</td>
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</tr>
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<tr>
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<td>elevation</td>
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<td>@ref obj::elevation</td>
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<td> The elevation (height above sea level) of this tile. It is used for weather
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calculations and should be in the range -32000..32000. The elevation of a
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tile must be set in the bottom-most game object; elevation values for
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non-bottom-most game objects are ignored by the Crossfire server.
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</td>
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</tr>
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<tr>
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<td>food bonus</td>
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<td>@ref liv::food</td>
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<td> Positive <food bonus> slows down the player's digestion,
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thus he consumes less food. Negative values speed it up.
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Note that food is consumed not only for "being alive", but
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also for healing and mana-regeneration.
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<food bonus> only affects the amount of food consumed
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for "being alive". Hence, even with high <food bonus>,
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during a fight a player can run out of food quickly.
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</td>
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</tr>
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<tr>
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<td>glow radius</td>
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<td>@ref obj::glow_radius</td>
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<td> If <glow radius> is set to a value greater zero, the object
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appears lit up on dark maps. <glow radius> can be a value
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between 0 and 4, the higher, the more light does the object emit.
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</td>
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</tr>
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<tr>
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<td>godgiven item</td>
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<td>@ref FLAG_STARTEQUIP</td>
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<td> A godgiven item vanishes as soon as the player
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drops it to the ground.
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</td>
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</tr>
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<tr>
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<td>grace regen.</td>
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<td>@ref liv::grace</td>
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<td> Positive <grace regen.> bonus speeds up the
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player's grace regeneration. Negative values slow it down.
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Since grace can be regenerated rather easy with praying,
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additional <grace regen.> bonus should be VERY RARE!!
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</td>
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</tr>
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<tr>
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<td>granted movement</td>
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<td>@ref obj::move_type</td>
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<td> As soon as the player applies a piece of equipment, the player will start
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using the granted movement types.
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</td>
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</tr>
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<tr>
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<td>health regen.</td>
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<td>@ref liv::hp</td>
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<td> Positive <health regen.> bonus speeds up the
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player's healing process. Negative values slow it down.
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</td>
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</tr>
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<tr>
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<td>identified</td>
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<td>@ref FLAG_IDENTIFIED</td>
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<td> If an item is identified, the player has full knowledge about it.
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</td>
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</tr>
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<tr>
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<td>image</td>
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<td>@ref obj::face</td>
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<td> The image-name defines what image is displayed for this object in-game.
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</td>
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</tr>
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<tr>
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<td>intelligence</td>
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<td>@ref liv::Int</td>
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<td> The player's intelligence will rise/fall by the given value
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while wearing this piece of equipment.
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</td>
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</tr>
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<tr>
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<td>invisible</td>
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<td>@ref obj::invisible</td>
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<td> Generally makes the object invisible. Depending on the object-type,
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some can be made visible by the show_invisible spell. If in doubt, test it.
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Putting an invisible object under the floor always prevents it from being
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shown.
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</td>
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</tr>
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<tr>
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<td>is applied</td>
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<td>@ref FLAG_APPLIED</td>
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<td> If you put this item into the inventory of a monster, and
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you want the monster to use/wear the item - you must set
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<is applied>.
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Enabling this flag doesn't make any sense if the item
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is NOT in a monster's inventory.
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</td>
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</tr>
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<tr>
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<td>item power</td>
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<td>@ref obj::item_power</td>
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<td> The <item power> value measures how "powerful" an artifact is.
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Players will only be able to wear equipment with a certain total
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amount of <item power>, depending on their own level. This is the
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only way to prevent low level players to wear "undeserved" equipment
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(like gifts from other players or cheated items).
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It is very important to adjust the <item power> value carefully
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for every artifact you create! If zero/unset, the CF server will
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calculate a provisional value at runtime, but this is never
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going to be an accurate measurement of <item power>.
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</td>
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</tr>
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<tr>
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<td>luck bonus</td>
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<td>@ref liv::luck</td>
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<td> With positive luck bonus, the player is more likely to
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succeed in all sorts of things (spellcasting, praying,...).
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Unless the <luck bonus> is very high, the effect will be
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barely visible in-game. Luck bonus on one piece of equipment
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should never exceed 3, and such bonus should not be too
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frequently available.
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</td>
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</tr>
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<tr>
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<td>magic bonus</td>
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<td>@ref obj::magic</td>
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<td> <magic bonus> works just like ac, except that it can be improved by
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"scrolls of Enchant Armour" or reduced by acid. It is less useful
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than direct armor-class bonus on the shield.
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</td>
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</tr>
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<tr>
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<td>mana regen.</td>
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<td>@ref liv::sp</td>
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<td> Positive <mana regen.> bonus speeds up the
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player's mana regeneration. Negative values slow it down.
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</td>
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</tr>
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<tr>
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<td>material</td>
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<td>@ref obj::material</td>
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<td> This bitmask-value informs the player of which material(s) the
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object consists. Material does also affect how likely the object
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can be destroyed by hazardous spell-effects.
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</td>
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</tr>
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<tr>
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<td>name</td>
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<td>@ref obj::name</td>
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<td> This is the name of the object, displayed to the player.
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</td>
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</tr>
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<tr>
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<td>non-pickable</td>
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<td>@ref FLAG_NO_PICK</td>
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<td> If set, the object cannot be picked up (Neither by players nor monsters).
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</td>
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</tr>
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<tr>
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<td>number</td>
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<td>@ref obj::nrof</td>
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<td> This value determines the number of objects in one stack (for example:
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100 gold coins => "number = 100"). You should set this at least to one, for
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any pickable object - otherwise it won't be mergeable into a stack.
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</td>
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</tr>
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<tr>
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<td>plural name</td>
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<td>@ref obj::name_pl</td>
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<td> This is the plural name of the object. A plural name must be set for
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all items that can be picked up and collected by the player.
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</td>
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</tr>
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<tr>
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<td>power</td>
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<td>@ref liv::Pow</td>
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<td> The player's power will rise/fall by the given value
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while wearing this piece of equipment.
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</td>
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</tr>
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<tr>
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<td>reflect missiles</td>
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<td>@ref FLAG_REFL_MISSILE</td>
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<td> If a player is wearing any piece of equipment with
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the ability to <reflect missiles>, all kinds of
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projectiles (e.g. arrows, bolts, boulders) will
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bounce off him. This works only about 90% of all
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times, to avoid players being completely immune to
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certain types of attacks.
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</td>
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</tr>
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<tr>
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<td>reflect spells</td>
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<td>@ref FLAG_REFL_SPELL</td>
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<td> If a player is wearing any piece of equipment with
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the ability to <reflect spells>, all kinds of
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spell-bullets and -beams will bounce off him.
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This works only about 90% of all times, to
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avoid players being completely immune to certain
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types of attacks.
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This is a very powerful ability and it
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shouldn't be handed out cheap!
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</td>
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</tr>
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<tr>
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<td>repelled paths</td>
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<td>@ref obj::path_repelled</td>
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<td> Click on the <repelled paths> button to select spellpaths.
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The player will get repelled to the specified spellpaths
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while wearing this item.
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</td>
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</tr>
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<tr>
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<td>resist acid %</td>
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<td>@ref obj::resist</td>
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<td> This adds acid resistance to the item. The number is a percent-value in
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the range 0-100. Treat this with CARE. Look at other maps and what they
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require to do for getting this-and-that artifact.
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</td>
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</tr>
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<tr>
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<td>resist blinding %</td>
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<td>@ref obj::resist</td>
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<td> This adds blinding resistance to the item. The number is a percent-value
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in the range 0-100. Treat this with CARE. Look at other maps and what they
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require to do for getting this-and-that artifact.
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</td>
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</tr>
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<tr>
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<td>resist chaos %</td>
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<td>@ref obj::resist</td>
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<td> This adds chaos resistance to the item. The number is a percent-value in
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the range 0-100. Treat this with CARE. Look at other maps and what they
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require to do for getting this-and-that artifact.
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Note that chaos is not a stand-alone attacktype. Chaos "contains" a
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combination of other attacktypes.
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</td>
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</tr>
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<tr>
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<td>resist cold %</td>
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<td>@ref obj::resist</td>
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<td> This adds fire resistance to the item. The number is a percent-value in
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the range 0-100. Treat this with CARE. Look at other maps and what they
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require to do for getting this-and-that artifact.
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</td>
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</tr>
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<tr>
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<td>resist confusion %</td>
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<td>@ref obj::resist</td>
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<td> This adds confusion resistance to the item. The number is a percent-value in
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the range 0-100. Confusion resistance is not very effective
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unless the value comes close to 100 (= perfect immunity).
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</td>
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</tr>
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<tr>
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<td>resist death-attack %</td>
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<td>@ref obj::resist</td>
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<td> This adds death-attack resistance to the item. The number is a
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percent-value in the range 0-100. Death-attack resistance is little
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effective unless the value is 100 (= perfect immunity).
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Generally, resistance to death-attack is not supposed to be
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available to players!
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</td>
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</tr>
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<tr>
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<td>resist depletion %</td>
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<td>@ref obj::resist</td>
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<td> This adds depletion resistance to the item. The number is a percent-value
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in the range 0-100. Depletion resistance is little effective
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unless the value is 100 (= perfect immunity).
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</td>
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</tr>
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<tr>
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<td>resist draining %</td>
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<td>@ref obj::resist</td>
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<td> This adds draining resistance to the item. The number is a percent-value
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in the range 0-100. Draining resistance is little effective
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unless the value is 100 (= perfect immunity).
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</td>
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</tr>
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<tr>
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<td>resist electricity %</td>
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<td>@ref obj::resist</td>
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<td> This adds electricity resistance to the item. The number is a percent-value in
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the range 0-100. Treat this with CARE. Look at other maps and what they
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require to do for getting this-and-that artifact.
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</td>
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</tr>
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<tr>
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<td>resist fear %</td>
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<td>@ref obj::resist</td>
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<td> This adds fear resistance to the item. The number is a percent-value in
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the range 0-100. Resistance to fear is pretty useless.
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</td>
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</tr>
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<tr>
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<td>resist fire %</td>
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<td>@ref obj::resist</td>
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<td> This adds fire resistance to the item. The number is a percent-value in
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the range 0-100. Treat this with CARE. Look at other maps and what they
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require to do for getting this-and-that artifact.
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</td>
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</tr>
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<tr>
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<td>resist ghosthit %</td>
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<td>@ref obj::resist</td>
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<td> This adds ghosthit resistance to the item. The number is a percent-value
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in the range 0-100. Treat this with CARE. Look at other maps and what they
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require to do for getting this-and-that artifact.
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</td>
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</tr>
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<tr>
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<td>resist holy power %</td>
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<td>@ref obj::resist</td>
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<td> This adds holy power resistance to the item. The number is a percent-value
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in the range 0-100. Holy power is the attacktype that holyword-type spells
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use to hurt undead creatures. This kind of resistance is only reasonable
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for undead players (wraith or devourer cult).
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Generally, resistance to holy word should not be available for players.
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</td>
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</tr>
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<tr>
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<td>resist magic %</td>
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<td>@ref obj::resist</td>
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<td> This adds magic resistance to the item. The number is a percent-value in
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the range 0-100. Treat this with CARE. Look at other maps and what they
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require to do for getting this-and-that artifact.
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</td>
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</tr>
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<tr>
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<td>resist paralyze %</td>
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<td>@ref obj::resist</td>
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<td> This adds paralyze resistance to the item. The number is a percent-value in
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the range 0-100. Paralyze resistance is little effective
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unless the value is 100 (= perfect immunity).
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</td>
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</tr>
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<tr>
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<td>resist physical %</td>
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<td>@ref obj::resist</td>
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<td> This adds physical resistance to the item (= armor value). The number is
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a percent-value in the range 0-100. Treat this with CARE. Look at other maps
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and what they require to do for getting this-and-that artifact.
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</td>
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</tr>
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<tr>
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<td>resist poison %</td>
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<td>@ref obj::resist</td>
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<td> This adds poison resistance to the item. The number is a percent-value in
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the range 0-100. Treat this with CARE. Look at other maps and what they
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require to do for getting this-and-that artifact.
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</td>
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</tr>
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<tr>
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<td>resist slow %</td>
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<td>@ref obj::resist</td>
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<td> This adds fear resistance to the item. The number is a percent-value in
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the range 0-100. Resistance to fear is pretty useless.
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</td>
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</tr>
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<tr>
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<td>resist weaponmagic %</td>
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<td>@ref obj::resist</td>
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<td> This adds weaponmagic resistance to the item. The number is a percent-value in
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the range 0-100. Weaponmagic resistance generally should not exist on
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equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
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are not meant to be easily resisted.
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</td>
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</tr>
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<tr>
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<td>save life</td>
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<td>@ref FLAG_LIFESAVE</td>
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<td> An item with this flag enabled will save the players life
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for one time: When the player is wearing this item and his
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health points reach zero, the item disappears, replenishing
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half of the player's health.
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An item with <save life> should not have
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any decent additional bonuses!
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</td>
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</tr>
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<tr>
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<td>smooth level</td>
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<td>@ref obj::smoothlevel</td>
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<td> If <smooth level> is set to a value greater zero, the object will be
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drawn partially over adjacent squares having a lower <smooth level>
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value. The value must be between 0 and 255 (inclusive); 0 means "never
|
|
overlap adjacent squares".
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td>stealth</td>
|
|
<td>@ref FLAG_STEALTH</td>
|
|
<td> Stealth allows the player to move silently.
|
|
This comes to effect if a player turns himself
|
|
invisible and tries to sneak around monsters.
|
|
(At least that was the idea behind it)
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td>strength</td>
|
|
<td>@ref liv::Str</td>
|
|
<td> The player's strength will rise/fall by the given value
|
|
while wearing this piece of equipment.
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td>title</td>
|
|
<td>@ref obj::title</td>
|
|
<td> This is the object's title. Once an object is identified the title is
|
|
attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td>unique item</td>
|
|
<td>@ref FLAG_UNIQUE</td>
|
|
<td> Unique items exist only one time on a server. If the item
|
|
is taken, lost or destroyed - it's gone for good.
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td>unpaid</td>
|
|
<td>@ref FLAG_UNPAID</td>
|
|
<td> An <unpaid> item cannot be used unless a player carried it over
|
|
a shop mat, paying the demanded price. Setting this flag makes sense
|
|
only for pickable items inside shops.
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td>value</td>
|
|
<td>@ref obj::value</td>
|
|
<td> Adds a certain value to the object: It will be worth that many times the
|
|
default value from it's archetype (E.g. "value = 3" means three times
|
|
worth the default value). Value for buying/selling will be
|
|
further modified by various factors. Hence, testing values in-game is
|
|
usually inevitable.
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td>weapon class</td>
|
|
<td>@ref liv::wc</td>
|
|
<td> The <weapon class> value adds to the overall weapon class of the wielder's
|
|
melee attacks. Weapon class improves the chance of hitting the opponent.
|
|
Weapon class is the "counterpiece" of <armor class>. It should usually
|
|
be set only for weapon-like items. Lower values are better.
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td>weight</td>
|
|
<td>@ref obj::weight</td>
|
|
<td> This value defines the object's weight in grams (1000g is 1kg). Objects with
|
|
zero weight are not pickable for players. Still, set the "non-pickable"-flag
|
|
for explicitly non-pickable objects (hey, this is opensource.. you
|
|
never know ;) ).
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td>wisdom</td>
|
|
<td>@ref liv::Wis</td>
|
|
<td> The player's wisdom will rise/fall by the given value while
|
|
wearing this piece of equipment.
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td>xray vision</td>
|
|
<td>@ref FLAG_XRAYS</td>
|
|
<td> Xray vision allows the player to see through obstacles
|
|
in a two-square-wide radius. This is extremely helpful and
|
|
desirable, so don't give it away for cheap on equipment.
|
|
</td>
|
|
</tr>
|
|
</table>
|
|
*/
|