[Main page] [Overview]   /concepts /damage_types
SYNOPSIS
Damage types
DESCRIPTION
Damage may come in different types. Armours will generally provide
different armour values against the different damagetypes.
The defined types are:
DAM_ANY
No real damage type - can be used by armours though to specify
a general armour protection against all not otherwise specified
damage types
DAM_UNBLOCKABLE
A damage type suitable for scripting etc. - this is not blocked
by resistances or armour at all
DAM_PHYS_GENERIC
Unspecified physical damage
DAM_PHYS_BLUNT
Blunt damage, e.g. hammers, fists
DAM_PHYS_PIERCE
Pierce damage, e.g. daggers
DAM_PHYS_EDGE
Slash damage, e.g. swords used with their edge
DAM_PHYS_TEAR
Tear damage, e.g. bites
DAM_PHYS_SQUEEZE
Squeeze damage
DAM_MAGIC_GENERIC
Generic magic damage
DAM_MAGIC_HOLY
"Holy" damage - to be specified further
DAM_MAGIC_UNHOLY
"Unholy" damage - to be specified further
DAM_MAGIC_ELECTRIC
Electricity - as electricity is not in technological use on
The Land it can only be generated through weather or magic
(lightning bolts...)
The following elemental damages are in most circumstances generated
by magic, too, but as they conform to the classical medieval
"elements" they are a different category:
DAM_ELM_WATER
DAM_ELM_FIRE
DAM_ELM_ICE
DAM_ELM_EARTH
SEE ALSO
/include/damagetypes.h