server-1.12/doc/Developers/types/type_33.dox

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