1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91
|
/**
@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 <attack type>.
Godpower attack type is commonly used for "unresistable"
diseases.</td>
</tr>
<tr>
<td>
@ref page_type_88
</td><td> This attribute specifies the attack types that this floor uses to
damage it's victims. Attack types are: physical, fire, cold.. etc.
If you want a real tough hazard floor, add more than just one attack
type.</td>
</tr>
<tr>
<td>
@ref page_type_213, @ref page_type_28
</td><td> This number is a bitmask, specifying the monster's attack types
for melee damage. Attack types are: physical, magical, fire,
cold.. etc. Strong monsters often have more than just physical
attack type.
When a monster with multiple attack types hits an opponent, it
will do as much damage as the "best" of it's attack types does.
So, the more attack types, the more dangerous. Attack types
"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 attack types.
Attack types are: physical, magical, fire, cold.. etc. This works
identical to melee weapons. Note that shooting weapons cannot have
attack types.</td>
</tr>
<tr>
<td>
@ref page_type_154
</td><td> If there isn't any spell (and <summon monster> is unset), this
attribute defines what attack type to use for direct damage when the
rune detonates.</td>
</tr>
<tr>
<td>
@ref page_type_155
</td><td> This attribute defines what attack type 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 attack types.
Attack types are: physical, magical, fire, cold.. etc. Most artifact
weapons have no more than one or two attack types. Keep in mind that
all weapons can be blessed by the player's deity, thus adding an
additional attack type.
When a player hits a monster with a weapon that has more than one
attack type, then he will do as much damage as the "best" of his
attack types does. So, the more attack types you've got, the better
your chance to take advantage of a monster's vulnerabilities. (Btw:
Same rule applies for monster vs. player.). Attack types "magic" and
"chaos" are somehow exceptions.</td>
</tr>
*/
|