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/cvs/deliantra/server/doc/development/weapons
Revision: 1.2
Committed: Mon Dec 18 10:57:09 2006 UTC (19 years, 9 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

# User Rev Content
1 elmex 1.1 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