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

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/**
@fn obj::attacktype
@section Use
<table>
<tr>
<th>Type(s)</th>
<th>Description</th>
</tr> <tr>
<td>
@ref page_type_158
</td><td> The disease will attack the host with the given &lt;attacktype&gt;.
Godpower attacktype is commonly used for "unresistable" diseases.</td>
</tr>
<tr>
<td>
@ref page_type_88
</td><td> This attribute specifies the attacktypes that this floor uses to
damage it's victims. Attacktypes are: physical, fire, cold.. etc.
If you want a real tough hazard floor, add more than just one attacktype.</td>
</tr>
<tr>
<td>
@ref page_type_212, @ref page_type_28
</td><td> This number is a bitmask, specifying the monster's attacktypes
for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
Strong monsters often have more than just physical attacktype.
When a monster with multiple attacktypes hits an opponent, it will do
as much damage as the "best" of it's attacktypes does. So, the more
attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
somehow exceptions.</td>
</tr>
<tr>
<td>
@ref page_type_40
</td><td> If forced movement is enabled, the mover "freezes" anyone it
moves (so they are forced to move along a chain).
For players there is no way to escape this forced movement,
except being pushed by a second player.</td>
</tr>
<tr>
<td>
@ref page_type_5
</td><td> There are two types of special effects for potions:
'life restoration' - restore the player's stats lost by death or draining
(this has nothing in common with the restoration spell!)
'improvement' - increase the player's maximum health/mana/grace
by a very small amount.</td>
</tr>
<tr>
<td>
@ref page_type_13
</td><td> This number is a bitmask, specifying the projectile's attacktypes.
Attacktypes are: physical, magical, fire, cold.. etc.
This works identical to melee weapons. Note that shooting
weapons cannot have attacktypes.</td>
</tr>
<tr>
<td>
@ref page_type_154
</td><td> If there isn't any spell (and &lt;summon monster&gt; is unset), this
attribute defines what attacktype to use for direct damage when
the rune detonates.</td>
</tr>
<tr>
<td>
@ref page_type_155
</td><td> This attribute defines what attacktype to use for direct damage when
the trap detonates.</td>
</tr>
<tr>
<td>
@ref page_type_15
</td><td> This number is a bitmask, specifying the weapon's attacktypes.
Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
have no more than one or two attacktypes. Keep in mind that all weapons
can be blessed by the player's deity, thus adding an additional attacktype.
When a player hits a monster with a weapon that has more than one attacktype,
then he will do as much damage as the "best" of his attacktypes does. So,
the more attacktypes you've got, the better your chance to take advantage
of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
player.). Attacktypes "magic" and "chaos" are somehow exceptions.</td>
</tr>
*/