File: 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;attack type&gt;.
                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 &lt;summon monster&gt; 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>

*/