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/**
@fn liv::Int
@section Use
<table>
<tr>
<th>Type(s)</th>
<th>Description</th>
</tr> <tr>
<td>
@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
</td><td> The player's intelligence will rise/fall by the given value
while wearing this piece of equipment.</td>
</tr>
<tr>
<td>
@ref page_type_37
</td><td> The player's intelligence will rise by the given value if he
chooses this class. (Negative values make intelligence fall)</td>
</tr>
<tr>
<td>
@ref page_type_158
</td><td> The player's intelligence will rise by the given value while
being infected. (Negative values make intelligence fall)</td>
</tr>
<tr>
<td>
@ref page_type_213, @ref page_type_28
</td><td> The <detect hidden> value gives monsters the ability to
find hidden/invisible creatures. Higher values make for better
detection-skills. Enabling <see invisible> makes this
value obsolete.</td>
</tr>
<tr>
<td>
@ref page_type_5
</td><td> The player's intelligence will rise/fall by the given value for
permanent (of course there is an upper limit). Generally there
shouldn't be stat potions granting more than one stat. Cursed
potions will subtract the stats if positive.</td>
</tr>
<tr>
<td>
@ref page_type_14
</td><td> The player's intelligence will rise/fall by the given value
while wearing this shooting weapon.</td>
</tr>
<tr>
<td>
@ref page_type_15
</td><td> The player's intelligence will rise/fall by the given value
while wearing this weapon.</td>
</tr>
*/
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