Crossfire Server, Branch 1.12  R12190
Data Fields
liv Struct Reference

Mostly used by "alive" objects. More...

#include <living.h>

Data Fields

sint8 ac
 Weapon Class and Armour Class.
sint8 Cha
sint8 Con
sint16 dam
 How much damage this object does when hitting.
sint8 Dex
sint64 exp
 Experience.
sint32 food
 How much food in stomach.
sint16 grace
 Grace.
sint16 hp
 Hit Points.
sint8 Int
sint8 luck
 Affects thaco and ac from time to time.
sint16 maxgrace
 Grace.
sint16 maxhp
 Max hit points.
sint16 maxsp
 Max spell points.
sint8 Pow
sint16 sp
 Spell points.
sint8 Str
sint8 wc
sint8 Wis

Detailed Description

Mostly used by "alive" objects.

Todo:
fix comment, living is used for many things :) also fix comments for fields (should probably be in a separate file).

Definition at line 77 of file living.h.


Field Documentation

Weapon Class and Armour Class.

Use

Type(s) Description
Amulet, Boots, Bracers, Breastplate Armor, Cloak, Girdle, Gloves, Helmet, Ring, Shield This value defines the amount of armor-class bonus for wearing this item. <Armor class> lessens the chance of being hit. Lower values are better. It should usually be set only for armor-like equipment.
Disease Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumulated progression)/100)
Door Doors of high <armor class> are less likely to get hit. <armor class> can be considered the "counterpiece" to <weapon class>.
Magic Wall A magic wall of high <armor class> is less likely to get hit from an opponent. <armor class> can be considered the "counterpiece" to <weapon class>.
Monster & NPC, Monster (Grimreaper) Monsters of low <armor class> are less likely to get hit from their opponent. <armor class> can be considered the "counterpiece" to <weapon class>. Values typically range between +20 (very bad) to -20 (quite good).
Weak Wall Weak walls of high <armor class> are less likely to get hit. <armor class> can be considered the "counterpiece" to <weapon class>.

Definition at line 79 of file living.h.

Referenced by esrv_update_stats().

Use

Type(s) Description
Amulet, Boots, Bracers, Breastplate Armor, Cloak, Girdle, Gloves, Helmet, Ring, Shield The player's charisma will rise/fall by the given value while wearing this piece of equipment.
Class Changer The player's charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)
Disease The player's charisma will rise by the given value while being infected. (Negative values make charisma fall)
Potion The player's charisma will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn't be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.
Rune This value determines what fraction of the time the rune is visible: It'll be randomly visible 1/<visibility> of the time. Also effects how easily the rune may be found.
Shooting Weapon The player's charisma will rise/fall by the given value while wearing this shooting weapon.
Trap This value determines what fraction of the time the trap is visible: It'll be randomly visible 1/<visibility> of the time. Also effects how easily the trap may be found.
Weapon The player's charisma will rise/fall by the given value while wearing this weapon.

Definition at line 78 of file living.h.

Referenced by change_attr_value(), check_login(), command_abil(), esrv_update_stats(), get_attr_value(), save_player(), and set_attr_value().

Use

Type(s) Description
Amulet, Boots, Bracers, Breastplate Armor, Cloak, Girdle, Gloves, Helmet, Ring, Shield The player's constitution will rise/fall by the given value while wearing this piece of equipment.
Class Changer The player's constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)
Disease The player's constitution will rise by the given value while being infected. (Negative values make constitution fall)
Monster & NPC, Monster (Grimreaper) Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.
Potion The player's constitution will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn't be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.
Shooting Weapon The player's constitution will rise/fall by the given value while wearing this shooting weapon.
Weapon The player's constitution will rise/fall by the given value while wearing this weapon.

Definition at line 78 of file living.h.

Referenced by change_attr_value(), check_login(), command_abil(), esrv_update_stats(), get_attr_value(), save_player(), and set_attr_value().

How much damage this object does when hitting.

Use

Type(s) Description
Disease

A disease with a positive <damage> value will strike the player for that amount of damage every time the symptoms occur. A negative <damage> value produces %-based damage: "&lt;damage&gt; -10" means the player's health is reduced by 10% every time the symptoms strike.

Diseases with %-based damage can be dangerous - but not deadly - for players of all levels.

Hazard Floor The <base damage> defines how much damage is inflicted to the victim per hit. The final damage is influenced by several other factors like the victim's resistance and level.
Monster & NPC, Monster (Grimreaper) Among other parameters, <damage> affects how much melee damage a monster inflicts. <damage> is used as base value for damage per hit. <level>, <speed>, <weapon class> and resistances also take effect on the melee damage of a monster.
Projectile The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon's attributes.
Rune <direct damage> specifies how much damage is done by the rune, if it doesn't contain a spell. This should be set in reasonable relation to the rune's level.
Shooting Weapon The <base damage> significantly affects the damage done by using this weapon. This damage is added to the projectile damage and then (if <ignore strength> disabled) a bonus according to the player's strength is added.
Trap <direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap's level.
Weapon The damage value is used as base value for how much damage the weapon does per hit. The actual damage involves more dependencies, like wielder's level and defender's level. Look at existing weapons to get a feel for the range of weapon damage values.

Definition at line 87 of file living.h.

Referenced by esrv_update_stats().

Use

Type(s) Description
Amulet, Boots, Bracers, Breastplate Armor, Cloak, Girdle, Gloves, Helmet, Ring, Shield The player's dexterity will rise/fall by the given value while wearing this piece of equipment.
Class Changer The player's dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)
Disease The player's dexterity will rise by the given value while being infected. (Negative values make dexterity fall)
Potion The player's dexterity will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn't be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.
Shooting Weapon The player's dexterity will rise/fall by the given value while wearing this shooting weapon.
Weapon The player's dexterity will rise/fall by the given value while wearing this weapon.

Definition at line 78 of file living.h.

Referenced by change_attr_value(), check_login(), command_abil(), esrv_update_stats(), get_attr_value(), save_player(), and set_attr_value().

Experience.

Killers gain 1/10.

Use

Type(s) Description
Altar Trigger Being activated, the altar will reset after <reset time> ticks. After reset, the altar is ready to be activated once again. The default <reset time> is 30.
Boots Boots with <speed bonus> will increase the player's walking speed while worn. This kind of bonus is quite desirable for players of low- and medium level. High level players usually have fastest possible walking speed and thus don't need <speed bonus> anymore. Still, this bonus is good for nice artifacts - not everything has to be for highest level.
Disease When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.
Monster & NPC, Monster (Grimreaper)

When a player kills this monster, he will get exactly this amount of <experience>. The experience will flow into the skill-category the player used for the kill.

If you create special monsters of tweaked strength/abilities, always make sure that the <experience> is set to a reasonable value. Compare with existing arches to get a feeling what reasonable means. Keep in mind that spellcasting monsters are a lot harder to kill than non-spellcasters!

Shop Floor The <quality level> will be used for the quality of the generated goods. If zero/unset, <quality level> 5 is used. Usually this value doesn't need to be set, unless you want extraordinarily good/bad quality. If you want to make a shop with very high quality, maybe charge an entrance fee, or make the shop hard-to-come-by. Note that <quality level> mainly affects chance of magic bonus and appearance of artifact-items.
Skill (no description)
Treasure The <quality level> will be used for the quality of the generated treasure instead of the map difficulty (as was done with shops). If zero/unset, the map difficulty will instead be used. (Example for comparison: Shop floors generate treasure of <quality level> 5 per default).

Definition at line 88 of file living.h.

Referenced by esrv_update_stats(), and get_player().

How much food in stomach.

0 = starved.

Use

Type(s) Description
Altar, Altar Trigger

The drop amount specifies the amount of items (specified in <match item name>) that must be dropped to activate the altar.

If <match item name> is set to "money", then the value of the sacrificed money must be equal to <drop amount> (ie, if food=200, then 200 silver, 20 gold, or 4 platinum will all work.)

Note that the maximum possible for <drop amount> is 32767.

Amulet, Boots, Bracers, Breastplate Armor, Cloak, Girdle, Gloves, Helmet, Ring, Shield, Weapon

Positive <food bonus> slows down the player's digestion, thus he consumes less food. Negative values speed it up.

Note that food is consumed not only for "being alive", but also for healing and mana-regeneration. <food bonus> only affects the amount of food consumed for "being alive". Hence, even with high <food bonus>, during a fight a player can run out of food quickly.

Converter The player has to put <cost number> items of <cost arch> on the converter, in order to get <receive number> items of <receive arch>.
Flesh, Food The player's stomach will get filled with this amount of foodpoints. The player's health will increase by <foodpoints>/50 hp.
Item Transformer <number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"
Marker, Trigger Marker This value defines the duration of the force it inserts. If nonzero, the duration of the player's mark is finite: about 1 food per 10 seconds. <mark duration> zero/unset means the mark will stay on the player forever.
Projectile The <chance to break> defines the breaking probability when this projectile hits an obstacle, e.g. wall or monster. The value is the %-chance to break, ranging from 0 (never breaking) to 100 (breaking at first shot).
Sign & Magic Mouth

If a counter-value is set (greater zero), the sign/magic_mouth can be applied (printing the message) only that many times. For signs this really shouldn't be used, while for magic_mouths it is extremely helpful. Monsters walking over the magic_mouth do not decrease the counter.

Often, you might want to have a message displayed only one time. For example: The player enters your map and you put a magic_mouth to tell him about the monsters and how dangerous they look and all. Later, when all the monsters are killed and the player leaves the map, displaying the same message a second time would be silly. <counter> 1 does a perfect job in such cases. Otherwise set <counter> zero/unset for infinite use (that is the default).

Wand & Staff The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.

Definition at line 89 of file living.h.

Referenced by esrv_update_stats().

Grace.

Used to invoke clerical prayers.

Use

Type(s) Description
Amulet, Boots, Bracers, Breastplate Armor, Cloak, Girdle, Gloves, Helmet, Ring, Shield, Weapon Positive <grace regen.> bonus speeds up the player's grace regeneration. Negative values slow it down. Since grace can be regenerated rather easy with praying, additional <grace regen.> bonus should be VERY RARE!!
Spell (no description)

Definition at line 85 of file living.h.

Referenced by esrv_update_stats().

Hit Points.

Use

Type(s) Description
Amulet, Boots, Bracers, Breastplate Armor, Cloak, Girdle, Gloves, Helmet, Ring, Shield, Weapon Positive <health regen.> bonus speeds up the player's healing process. Negative values slow it down.
Battleground The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.
Creator The creator can be triggered <number of uses> times, thus creating that many objects, before it disappears. Default is <number of uses> 1 (-> one-time usage).
Disease This value increases the player's healing rate. Negative values decrease it.
Door The more <hitpoints> the door has, the longer it takes to be broken.
Exit The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map- properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.
Horn This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.
Inventory Checker

This value specifies the object we are looking for: We have a match if the player does/don't carry an object that is of type <match type>.

Example: Set <match type> 15 (type 15 => weapon) and <blocking passage> enabled. Now you have an inventory checker blocking all players that carry any kind of melee weapon. To pass, a player is forced to leave behind all his weaponry... bad news for a warrior. ;)

Magic Wall The more <hitpoints> the wall has, the longer it takes to be destroyed.
Monster & NPC, Monster (Grimreaper) The <health points> of a monster define how long it takes to kill it. With every successful hit from an opponent, <health points> get drained - The monster dies by zero <health points>.
Mover This value has only a meaning if <gets used up> is set: <number of uses> is the number of times minus one, that it will move a creature before disappearing. (It will move someone <number of uses>+1 times, then vanish).
Pit The pit will transport creatures (and items) randomly into a two-square radius of the destination coordinates. If the destination square becomes blocked, the pit will act like being filled up and not work anymore!
Rod This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.
Rune The rune will detonate <number of charges> times before disappearing.
Teleporter

The exit destinations define the (x, y)-coordinates where the exit leads to.

If both are set to zero and <exit path> is empty, the player will get teleported to another, randomly chosen teleporter on the same map (Slightly confusing for the player though). Make sure there actually *is* a second one in that case.

If both are set to zero and <exit path> is set, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map-properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.

Timed Gate Defines the duration the gate remains closed. This only takes effect if the gate is not connected.
Trap The trap will detonate <number of charges> times before disappearing.
Trapdoor The trapdoor will transport creatures (and items) randomly into a two-square radius of the destination coordinates. If the destination square becomes blocked, the trapdoor will act like being filled up and not work anymore!
Treasure "Create number" specifies how many pieces of the given treasurelist will appear. Note that for every piece there is a chance that nothing is generated. Also, sometimes there can be stacks of items generated, like for gems/money.
Weak Wall The <health points> of a weak wall define how long it takes to tear it down. With every successful hit from an opponent, <health points> get drained.

Definition at line 81 of file living.h.

Referenced by esrv_update_stats().

Use

Type(s) Description
Amulet, Boots, Bracers, Breastplate Armor, Cloak, Girdle, Gloves, Helmet, Ring, Shield The player's intelligence will rise/fall by the given value while wearing this piece of equipment.
Class Changer The player's intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)
Disease The player's intelligence will rise by the given value while being infected. (Negative values make intelligence fall)
Monster & NPC, Monster (Grimreaper) The <detect hidden> value gives monsters the ability to find hidden/invisible creatures. Higher values make for better detection-skills. Enabling <see invisible> makes this value obsolete.
Potion The player's intelligence will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn't be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.
Shooting Weapon The player's intelligence will rise/fall by the given value while wearing this shooting weapon.
Weapon The player's intelligence will rise/fall by the given value while wearing this weapon.

Definition at line 78 of file living.h.

Referenced by change_attr_value(), check_login(), command_abil(), esrv_update_stats(), get_attr_value(), save_player(), and set_attr_value().

Affects thaco and ac from time to time.

Use

Type(s) Description
Amulet, Boots, Bracers, Breastplate Armor, Cloak, Girdle, Gloves, Helmet, Ring, Shield, Shooting Weapon, Weapon With positive luck bonus, the player is more likely to succeed in all sorts of things (spellcasting, praying,...). Unless the <luck bonus> is very high, the effect will be barely visible in-game. Luck bonus on one piece of equipment should never exceed 3, and such bonus should not be too frequently available.

Definition at line 80 of file living.h.

Grace.

Used to invoke clerical prayers.

Use

Type(s) Description
Disease

The disease will last in the host for <curing duration> "disease moves" (Assuming the host survives and doesn't use a curing spell). After this period the disease is naturally cured, which provides the host with immunity from this particular disease of lower or equal level.

A negative value means the disease can never be cured naturally.

Note that this value can be further modulated by spell-parameters, if the disease is registered as spell in the code. Due to that, most default diseases take a lot longer to cure than it seems.

Definition at line 86 of file living.h.

Referenced by esrv_update_stats().

Max hit points.

Use

Type(s) Description
Disease <persistence> defines how long the disease can persist OUTSIDE a host. The disease can "move" <persistence> times outside a host before it vanishes. A negative value means the disease lasts for permanent (which is only recommended to use in maps without monsters).
Horn When the horn is fully charged up, it will hold this maximum amount of spellpoints. Make sure it is enough to cast the contained spell at least once. But don't set the value too high, as that might make the horn way too effective.
Magic Wall <max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.
Monster & NPC, Monster (Grimreaper) <max health> is the maximum amount of <health points> this monster can have.
Rod When the rod is fully charged up, it will hold this maximum amount of spellpoints. Make sure it is enough to cast the contained spell at least once. But don't set the value too high, as that might make the rod too effective.
Rune This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.
Weak Wall <max health> is the maximum amount of <health points> this weak wall can have. Since walls generally don't heal, I doubt this has much real effect.

Definition at line 82 of file living.h.

Referenced by esrv_update_stats().

Max spell points.

Use

Type(s) Description
Disease Every time the disease "moves", the player's mana is reduced by the value of <mana depletion>. For negative values, a %-based amount is taken.
Monster & NPC, Monster (Grimreaper) <max spellpoints> is the maximum number of spellpoints a monster can hold. Setting this to high values has little effect unless the monster has a decent <spellpoint regen.>, or the spell "regenerate mana" at it's disposal.
Mover The player will be "frozen" for that many moves. If <freeze duration> is zero, with <forced movement> enabled, then <freeze duration> gets assigned the "default value" 2 automatically.
Power Crystal The <mana capacity> defines how much mana can be stored in the crystal. This is what makes the crystal interesting. Wizard-players will always seek for crystals with large capacities.
Rune If set, the rune will cast it's containing spell (if any) in this <direction>.In most cases this appears useless because the spell directly hits the player.
Spell (no description)

Definition at line 84 of file living.h.

Referenced by esrv_update_stats().

Use

Type(s) Description
Amulet, Boots, Bracers, Breastplate Armor, Cloak, Girdle, Gloves, Helmet, Ring, Shield The player's power will rise/fall by the given value while wearing this piece of equipment.
Class Changer The player's power will rise by the given value if he chooses this class. (Negative values make power fall)
Disease The player's power will rise by the given value while being infected. (Negative values make power fall)
Monster & NPC, Monster (Grimreaper)

Monsters regenerate this many spellpoints each 16 ticks. Hence, the spellpoint regeneration rate is independent of <speed>.

To make a real tough spellcasting monster, the rate of spellpoint regeneration is most important. If your monster is still not casting fast enough, give it the spell-ability of "regenerate mana". That, paired with high <max spellpoints>, is the ultimate thing.

Potion The player's power will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn't be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.
Shooting Weapon The player's power will rise/fall by the given value while wearing this shooting weapon.
Weapon The player's power will rise/fall by the given value while wearing this weapon.

Definition at line 78 of file living.h.

Referenced by change_attr_value(), check_login(), command_abil(), esrv_update_stats(), get_attr_value(), save_player(), and set_attr_value().

Spell points.

Used to cast mage spells.

Use

Type(s) Description
Amulet, Boots, Bracers, Breastplate Armor, Cloak, Girdle, Gloves, Helmet, Ring, Shield, Weapon Positive <mana regen.> bonus speeds up the player's mana regeneration. Negative values slow it down.
Battleground The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.
Converter The player has to put <cost number> items of <cost arch> on the converter, in order to get <receive number> items of <receive arch>.
Director Projectiles will leave the director flying in the selected <direction>. A director with direction <none> simply stops projectiles. (The latter works out a bit strange for some spells).
Disease This value increases the player's rate of mana regeneration. Negative values decrease it.
Exit The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map- properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.
Magic Wall The magic wall will cast it's spells always in the specified <direction>. A magic wall with direction set to <none> will always fire in a random direction.
Monster & NPC, Monster (Grimreaper) Like players, monsters need <spellpoints> to do magic. Monsters use them for both wizard- and prayer-spells. However, this value defines only the amount of *initial* spellpoints the monster starts with. When creating a spellcasting monster, remember that <max spellpoints> and <spellpoint regen.> are more important than just initial <spellpoints>.
Mover The mover will push creatures in the specified <direction>. A mover with direction set to <none> will spin clockwise, thus pushing creatures in unpredictable directions.
Pit The pit will transport creatures (and items) randomly into a two-square radius of the destination coordinates. If the destination square becomes blocked, the pit will act like being filled up and not work anymore!
Power Crystal <initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.
Shooting Weapon

After shooting a projectile, the player is frozen for a short period of time (to prevent shooting arrows machine-gun-like). The greater <shooting speed>, the shorter this period of time. 1 is minimum (=worst) and 100 is maximum (=best) value.

You shouldn't set <shooting speed> lower than 10. YOU MUST NOT SET IT TO ZERO! (That would freeze the player for eternity).

Spell (no description)
Spinner

The spinner will change the direction of flying objects by 45 degrees per <direction number>. Negative values spin clockwise, positive values counter clockwise.

Example: <direction number> -2 means spin 90 degrees clockwise.

Teleporter

The exit destinations define the (x, y)-coordinates where the exit leads to.

If both are set to zero and <exit path> is empty, the player will get teleported to another, randomly chosen teleporter on the same map (Slightly confusing for the player though). Make sure there actually *is* a second one in that case.

If both are set to zero and <exit path> is set, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map-properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.

Trapdoor The trapdoor will transport creatures (and items) randomly into a two-square radius of the destination coordinates. If the destination square becomes blocked, the trapdoor will act like being filled up and not work anymore!

Definition at line 83 of file living.h.

Referenced by esrv_update_stats().

Use

Type(s) Description
Amulet, Boots, Bracers, Breastplate Armor, Cloak, Girdle, Gloves, Helmet, Ring, Shield The player's strength will rise/fall by the given value while wearing this piece of equipment.
Class Changer The player's strength will rise by the given value if he chooses this class. (Negative values make strength fall)
Container This value determines how much the weight of items is reduced in percent, when put inside the container. <reduce weight %> 0 means no reduction, <reduce weight %> 100 means items are weightless inside. Most default values are in the range of ten.
Disease The player's strength will rise by the given value while being infected. (Negative values make strength fall)
Potion The player's strength will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn't be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.
Shooting Weapon The player's strength will rise/fall by the given value while wearing this shooting weapon.
Weapon The player's strength will rise/fall by the given value while wearing this weapon.

Definition at line 78 of file living.h.

Referenced by change_attr_value(), check_login(), command_abil(), esrv_update_stats(), get_attr_value(), save_player(), and set_attr_value().

Use

Type(s) Description
Amulet, Boots, Bracers, Breastplate Armor, Cloak, Girdle, Gloves, Helmet, Ring, Shield The <weapon class> value adds to the overall weapon class of the wielder's melee attacks. Weapon class improves the chance of hitting the opponent. Weapon class is the "counterpiece" of <armor class>. It should usually be set only for weapon-like items. Lower values are better.
Disease

The <infectiousness> defines the chance of new creatures getting infected. If you set this too high, the disease is very likely to be too effective.

<infectiousness>/127 is the chance of someone in range catching it.

Gate, Pit, Timed Gate The <position state> defines the position of the gate: Zero means completely open/down, the "number of animation-steps" (usually about 6 or 7) means completely closed/up state. I suggest you don't mess with this value - Leave the default in place.
Hazard Floor <weapon class> improves the chance of hitting the victim. Lower values are better. Usually, hazard floors like lava are supposed to hit the victim all the time. Therefore, <weapon class> should be set to something like -30.
Monster & NPC, Monster (Grimreaper) Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armor class>.
Projectile, Shooting Weapon This value is supposed to be the base <weapon class>, but it seems to have rather little effect. High values are good here, low values bad.
Weapon The weapon class value adds to the overall weapon class of the wielder's melee attacks. Weapon class improves the chance of hitting the opponent.

Definition at line 79 of file living.h.

Referenced by esrv_update_stats().

Use

Type(s) Description
Amulet, Boots, Bracers, Breastplate Armor, Cloak, Girdle, Gloves, Helmet, Ring, Shield The player's wisdom will rise/fall by the given value while wearing this piece of equipment.
Class Changer The player's wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)
Disease The player's wisdom will rise by the given value while being infected. (Negative values make wisdom fall)
Monster & NPC, Monster (Grimreaper) <sensing range> determines how close a player needs to be before the creature wakes up. This is done as a square, for reasons of speed. Thus, if the <sensing range> is 11, any player that moves within the 11x11 square of the monster will wake the monster up. If the player has stealth, the size of this square is reduced in half plus 1.
Potion The player's wisdom will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn't be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.
Shooting Weapon The player's wisdom will rise/fall by the given value while wearing this shooting weapon.
Weapon The player's wisdom will rise/fall by the given value while wearing this weapon.

Definition at line 78 of file living.h.

Referenced by change_attr_value(), check_login(), command_abil(), esrv_update_stats(), get_attr_value(), save_player(), and set_attr_value().


The documentation for this struct was generated from the following files: