Manual: Copy-editing
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@@ -21,17 +21,17 @@ for alchemical recipes.</p>
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<ul>
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<li><b>Usable abilities:</b> Usable item abilities are only activated by pressing the
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items use button on the PC inventory screen. Otherwise, the ability has no effect.
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item's use button on the PC inventory screen. Otherwise, the ability has no effect.
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Examples are a wand that shoots fireballs or a healing potion.
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<p>Usable abilities are always linked to the items charges. Whenever an item with a usable
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ability is actually used, the items amount of charges goes down by 1. When the items
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<p>Usable abilities are always linked to the item's charges. Whenever an item with a usable
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ability is actually used, the item's amount of charges goes down by 1. When the item's
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charge level goes down to 0, the item disappears. An item with a usable ability must have
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at least 1 charge.</p>
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<p>The cash value of an item with a usable ability is calculated differently from normal
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items. The items actual cost is its value multiplied by the number of its charges.
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items. The item's actual cost is its value multiplied by the number of its charges.
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(Example: Suppose a Potion of Healing has a value of 100 and 2 charges. This potion would
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cost 200 gold and sell for half that.)</li>
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<li><b>Inherent Abilities:</b>Inherent abilities are abilities that are always present and
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<li><b>Inherent Abilities:</b> Inherent abilities are abilities that are always present and
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are activated automatically, as opposed to being activated by pressing the Use button on
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the PC Inventory screen. Examples are a shield with fire protection (which is activated
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automatically when the character takes fire damage) or comfrey root (whose ability it that
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@@ -39,7 +39,7 @@ it can be used as an alchemical ingredient, and which is used automatically when
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tries to make a potion with it).
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<p>Some inherent abilities have charges (such as alchemical ingredients). When used, the
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amount of charges goes down by one. When there are no charges left, the item disappears.
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The name of inherent ability types that require charges have a (c) after them.The value of
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The name of inherent ability types that require charges have a (c) after them. The value of
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these items is calculated the same way as for Usable abilities.</p>
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<p></li>
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</ul>
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@@ -69,8 +69,8 @@ ability of this type must have charges, and must be of variety Non-use Object.</
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<p>As mentioned before, each item type has two acompanying extra data fields as well as
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the Magic Item Adjust setting. For each ability, these two fields have different ranges
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and different affects (the first field is usually Ability Strength), and their values will
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modify the affects of the item abilities in different ways. What each ability does and how
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and different effects (the first field is usually Ability Strength), and their values will
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modify the effects of the item abilities in different ways. What each ability does and how
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the extra data fields and Magic Item Adjust affect it are described below.</p>
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<dl class='autolink'>
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@@ -185,7 +185,7 @@ cannot boost max HP or max SP. The Ability Strength is how many extra levels the
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gets. This cannot raise the effective level above 20. It can however raise the effective
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level of Mage or Priest Spells above 7, though there's not much use in doing so - the only
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thing it affects is your chance of breaking a forcecage. If applied to one of the three
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basic stats (Strength, Dexterity, and Intelligence), this ability increases your bonus to
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basic stats (Strength, Dexterity, and Intelligence), this ability increases your bonus
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to that stat by one, but the bonuses are otherwise still based on your actual level in the
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stat. The Ability Strength is still relevant, however, because a few circumstances use the
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modified skill level instead of the stat bonus. These circumstances are: Amount you can carry
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@@ -217,14 +217,14 @@ effect.</dd>
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<dd>Calls a special node when the wearer is hit in melee combat or by a non-magical
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missile.</dd>
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<dt>Ability 48 - Life Saving (c)</dt>
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<dd>When the wielder takes a death blow, he/she survives and is healed, and the item loses
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<dd>When the wielder takes a death blow, they survive and are healed, and the item loses
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a charge. This item must be given charges.</dd>
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<dt>Ability 49 - Prot. from petrify</dt>
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<dt>Ability 49 - Protect from petrify</dt>
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<dd>Reduces chance of being petrified.</dd>
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<dt>Ability 50 - Regenerate</dt>
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<dd>Heals wielder occasionally.</dd>
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<dt>Ability 51 - Poison Augment</dt>
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<dd>Wielder's weapon poison more effective. The wielder must poison their weapon first for
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<dd>Wielder's weapon poison is more effective. The wielder must poison their weapon first for
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this ability to have any effect.</dd>
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<dt>Ability 52 - Radiant</dt>
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<dd>When worn, this item sometimes increases the light level around you. This can even
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@@ -278,7 +278,7 @@ of acid (which means the acid lasts about 5 turns).</p>
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<dt>Ability 70 - Poison Weapon</dt>
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<dd>This item is a weapon poison that can be applied to the user's weapon. The Magic Use
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Type is ignored, and the Ability Strength is the strength of the poison. When used, the
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user has a chance (based on the Poison skill) of poisoning him/herself.</dd>
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user has a chance (based on the Poison skill) of poisoning themself.</dd>
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<dt>Ability 71 - Affect Status</dt>
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<dd>Affects the level of a status effect on the user. Note that some pairs of status
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effects are considered opposites, so that curing one is the same as afflicting its
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@@ -364,7 +364,7 @@ are the extra data fields..</dd>
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<dt>Ability 85 - Book</dt>
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<dd>The item is a book which gives some textual information when used. A book does not
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consume any charges when used. To set the contents of the book, edit the item description.
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At the end of the description, add three vertical bars (<pre>|</pre>) followed by the
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At the end of the description, add three vertical bars (<tt>|</tt>) followed by the
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content of the book. If you want, you can add another three vertical bars followed by a
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second string. Note that there is limited space for the strings in the dialog.</dd>
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</dl>
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@@ -372,7 +372,7 @@ second string. Note that there is limited space for the strings in the dialog.</
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<h2 id='reagent'>Reagents (Inherent)</h2>
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<p>To perform alchemy or cast certain spells, the alchemist/caster must have items with
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certain abilities in his/her inventory. For example, to make a Weak Poison potion, the
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certain abilities in their inventory. For example, to make a Weak Poison potion, the
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maker must have an item with the Holly ability, or to cast a Magic Map spell, the caster
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must have an item with the Sapphire ability.</p>
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<p>These items must have charges, representing the number of times they can be used. The
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