ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/doc/development/weapons
Revision: 1.2
Committed: Mon Dec 18 10:57:09 2006 UTC (17 years, 5 months ago) by elmex
Branch: MAIN
CVS Tags: HEAD
Changes since 1.1: +0 -0 lines
State: FILE REMOVED
Log Message:
moved the weapons documentation to objects.pod.

File Contents

# Content
1 meaning of archetype fields of weapons (object type 15):
2
3 * weapontype
4 decides what attackmessages are generated, see include/define.h
5
6 * attacktype <bitmask>
7 bitfield which decides the attacktype of the damage, see include/attackinc.h
8
9 * dam <integer>
10 amount of damage being done with the attacktype
11
12 * item_power <level>
13 the itempower of this weapon.
14
15 * name
16 some checking whether the weapon was improved by
17 someone else, dependend on 'level' field
18
19 * last_eat
20 seems to be the amount of improvements of a weapon,
21 the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
22
23 ((who->level / 5) + 5) >= op->last_eat
24
25 * last_sp
26 the weapon speed (see magic description)
27
28 * food <integer>
29 addition to food regeneration
30
31 * hp <integer>
32 addition to health regeneration
33
34 * sp <integer>
35 addition to mana regeneration
36
37 * grace <integer>
38 addititon to grace regeneration
39
40 * gen_sp_armour <integer>
41 the players gen_sp_armour field (which is per default 10) is added the <integer> amount.
42 gen_sp_armour seems to be a factor with which gen_sp in do_some_living()
43 is multiplied: gen_sp *= 10/<integer>
44 meaning: values > 10 of gen_sp_armour limits the amout of regenerated
45 spellpoints.
46
47 generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
48 sp regeneration.
49
50 * body_<body slot/part>
51 the part of the body you need to use this weapon, possible values should be
52 looked up in common/item.C at body_locations.
53
54 * resist_<resistancy> <integer>
55 this is the factor with which the difference of the players resistancy and 100%
56 is multiplied, something like this:
57 additional_resistancy = (100 - current_resistanct) * (<integer>/100)
58 if <integer> is negative it is added to the total vulnerabilities,
59 and later the total resistance is decided by:
60 'total resistance = total protections - total vulnerabilities'
61 see also common/living.C:fix_player
62
63 * path_attuned, path_repelled, path_denied <bitmask>
64 this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
65 for the pathes.
66
67 * luck <integer>
68 this luck is added to the players luck
69
70 * move_type
71 if the weapon has a move_type set the player inherits
72 it's move_type
73
74 * exp <integer>
75 the added_speed and bonus_speed of the player is raised by <integer>/3.
76 if <integer> < 0 then the added_speed is decreased by <integer>
77
78 * weight
79 the weight of the weapon
80
81 * magic
82 the magic field affects the amounts of the following fields:
83 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
84 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
85 - dam: the players dam is adjusted by: player->dam += (dam + magic)
86 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
87 (minium is 0)
88
89 * ac <integer>
90 the amount of ac points the player's ac is decreased
91
92 * wc <integer>
93 the amount of wc points the player's ac is decreased
94
95 - inherited flags from the weapon:
96 FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH,
97 FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD