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elmex |
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meaning of archetype fields of weapons (object type 15): |
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* weapontype |
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decides what attackmessages are generated, see include/define.h |
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* attacktype <bitmask> |
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bitfield which decides the attacktype of the damage, see include/attackinc.h |
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* dam <integer> |
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amount of damage being done with the attacktype |
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* item_power <level> |
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the itempower of this weapon. |
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* name |
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some checking whether the weapon was improved by |
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someone else, dependend on 'level' field |
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* last_eat |
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seems to be the amount of improvements of a weapon, |
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the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): |
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((who->level / 5) + 5) >= op->last_eat |
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* last_sp |
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the weapon speed (see magic description) |
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* food <integer> |
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addition to food regeneration |
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* hp <integer> |
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addition to health regeneration |
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* sp <integer> |
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addition to mana regeneration |
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* grace <integer> |
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addititon to grace regeneration |
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* gen_sp_armour <integer> |
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the players gen_sp_armour field (which is per default 10) is added the <integer> amount. |
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gen_sp_armour seems to be a factor with which gen_sp in do_some_living() |
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is multiplied: gen_sp *= 10/<integer> |
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meaning: values > 10 of gen_sp_armour limits the amout of regenerated |
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spellpoints. |
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generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
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sp regeneration. |
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* body_<body slot/part> |
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the part of the body you need to use this weapon, possible values should be |
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looked up in common/item.C at body_locations. |
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* resist_<resistancy> <integer> |
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this is the factor with which the difference of the players resistancy and 100% |
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is multiplied, something like this: |
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additional_resistancy = (100 - current_resistanct) * (<integer>/100) |
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if <integer> is negative it is added to the total vulnerabilities, |
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and later the total resistance is decided by: |
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'total resistance = total protections - total vulnerabilities' |
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see also common/living.C:fix_player |
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* path_attuned, path_repelled, path_denied <bitmask> |
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this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
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for the pathes. |
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* luck <integer> |
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this luck is added to the players luck |
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* move_type |
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if the weapon has a move_type set the player inherits |
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it's move_type |
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* exp <integer> |
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the added_speed and bonus_speed of the player is raised by <integer>/3. |
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if <integer> < 0 then the added_speed is decreased by <integer> |
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* weight |
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the weight of the weapon |
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* magic |
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the magic field affects the amounts of the following fields: |
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- wc : the players wc is adjusted by: player->wc -= (wc + magic) |
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- ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 |
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- dam: the players dam is adjusted by: player->dam += (dam + magic) |
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- weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 |
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(minium is 0) |
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* ac <integer> |
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the amount of ac points the player's ac is decreased |
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* wc <integer> |
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the amount of wc points the player's ac is decreased |
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- inherited flags from the weapon: |
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FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH, |
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FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD |