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dev:objects [2014/09/04 03:22] 127.0.0.1 external edit |
dev:objects [2018/04/02 17:42] karl [SPECIAL NOTE (IMPORTANT!!!)] Make it readable |
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- | ==== SPECIAL NOTE (IMPORTANT!!!) ==== | ||
- | <del>The fields resist_*, armour, wc and dam can be set in map files to customize monsters. However, if that monster can be equipped with items, and actually equips some, these values will get reset back to those in the clone archetype (normal values.) Thus, if you want to put a wizard in that does dam 50, make sure can_use_armour, and can_use_weapon are set back to 0. Otherwise, when items are equipped, all the above fields will be reset to standard values.</del> | ||
- | As of 2006-12-09, this shouldn't be the case anymore: server will detect modified archetypes, and store its values in a temporary archetype structure to be able to recompute everything. | + | ---- |
+ | ==== SPECIAL NOTE ==== | ||
+ | <WRAP lo>The fields resist_*, armour, wc and dam can be set in map files to customize monsters. \\ | ||
+ | However, if that monster can be equipped with items, and actually equips some, these values will get reset back to those in the clone archetype (normal values.) \\ | ||
+ | Thus, if you want to put a wizard in that does dam 50, make sure can_use_armour, and can_use_weapon are set back to 0. \\ | ||
+ | Otherwise, when items are equipped, all the above fields will be reset to standard values.</WRAP> | ||
+ | |||
+ | :!: **As of 2006-12-09**, this shouldn't be the case anymore: \\ | ||
+ | The server will detect modified archetypes, and store its values in a temporary archetype structure to be able to recompute everything. | ||
+ | |||
+ | ---- | ||
===== Generators and Creature Spawning ===== | ===== Generators and Creature Spawning ===== |