87 lines
3.1 KiB
Plaintext
87 lines
3.1 KiB
Plaintext
/**
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@fn obj::attacktype
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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_158
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</td><td> The disease will attack the host with the given <attacktype>.
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Godpower attacktype is commonly used for "unresistable" diseases.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_88
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</td><td> This attribute specifies the attacktypes that this floor uses to
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damage it's victims. Attacktypes are: physical, fire, cold.. etc.
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If you want a real tough hazard floor, add more than just one attacktype.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_212, @ref page_type_28
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</td><td> This number is a bitmask, specifying the monster's attacktypes
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for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
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Strong monsters often have more than just physical attacktype.
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When a monster with multiple attacktypes hits an opponent, it will do
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as much damage as the "best" of it's attacktypes does. So, the more
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attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
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somehow exceptions.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_40
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</td><td> If forced movement is enabled, the mover "freezes" anyone it
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moves (so they are forced to move along a chain).
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For players there is no way to escape this forced movement,
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except being pushed by a second player.</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> There are two types of special effects for potions:
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'life restoration' - restore the player's stats lost by death or draining
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(this has nothing in common with the restoration spell!)
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'improvement' - increase the player's maximum health/mana/grace
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by a very small amount.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_13
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</td><td> This number is a bitmask, specifying the projectile's attacktypes.
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Attacktypes are: physical, magical, fire, cold.. etc.
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This works identical to melee weapons. Note that shooting
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weapons cannot have attacktypes.</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> If there isn't any spell (and <summon monster> is unset), this
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attribute defines what attacktype to use for direct damage when
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the rune detonates.</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 attribute defines what attacktype to use for direct damage when
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the trap detonates.</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> This number is a bitmask, specifying the weapon's attacktypes.
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Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
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have no more than one or two attacktypes. Keep in mind that all weapons
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can be blessed by the player's deity, thus adding an additional attacktype.
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When a player hits a monster with a weapon that has more than one attacktype,
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then he will do as much damage as the "best" of his attacktypes does. So,
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the more attacktypes you've got, the better your chance to take advantage
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of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
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player.). Attacktypes "magic" and "chaos" are somehow exceptions.</td>
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</tr>
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*/
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