Difference between revisions of "Proc:Damage (Area)"

From WikiName
Jump to: navigation, search
(Overview)
(Overview)
Line 11: Line 11:
 
|-
 
|-
 
| DAMAGE_FREQUENCY
 
| DAMAGE_FREQUENCY
| 60 seconds
+
| 60 (seconds)
 
| How often the proc should deal damage, in seconds.  The MUD only runs procs every 10 seconds, so it should be a multiple of 10.
 
| How often the proc should deal damage, in seconds.  The MUD only runs procs every 10 seconds, so it should be a multiple of 10.
 
|-
 
|-
 
| DAMAGE_CHANCE
 
| DAMAGE_CHANCE
| 100%
+
| 100 (%)
 
| The percentage chance of hitting any player in the area.
 
| The percentage chance of hitting any player in the area.
 
|-
 
|-

Revision as of 22:55, 6 June 2018

Overview

The damage procedure allows builders to have a random chance of damage to hit all players in an area at a desired interval.


Here is a list of keys that the procedure will use:

Key Default Description
DAMAGE_FREQUENCY 60 (seconds) How often the proc should deal damage, in seconds. The MUD only runs procs every 10 seconds, so it should be a multiple of 10.
DAMAGE_CHANCE 100 (%) The percentage chance of hitting any player in the area.
DAMAGE_DICE 1 The number of dice to roll.
DAMAGE_DIE_SIZE 1 The size of the die to roll.
DAMAGE_ADDITIONAL 0 A modifier to the die roll to either add or subtract damage.
DAMAGE_TYPE UNDEFINED The type of damage to apply. This could be a spell id or hit type id.
DAMAGE_FLAGS 0 Flags to the damage function to modify behavior. Current flags are:

1 = HIT_ETHEREAL - Required if non-spell damage should hit ethereal mobs
2 = SILENT_ATTACK - Suppress normal damage function messages
8 = BYPASS_SPECTRAL_SHIELD - Ignore spectral shield if active
16 = BYPASS_SPELL_SHIELD - Ignore spell shield if active

DAMAGE_MOBILES 0 (False) Whether the proc should target mobiles that are following players
ALLOW_DEATH 0 (False) Whether the proc should kill players or leave them at 0 hps.
DAMAGE_MESSAGE_ACTOR_0 No message. The message that is displayed to players in the area that are hit with damage. Similarly builders can configure DAMAGE_MESSAGE_ACTOR_1 to allow for multiple messages, where one is randomly selected. This can be done all the way up to whatever MAX value the builder would like.
DAMAGE_MESSAGE_ROOM_0 No message. The message that is displayed to the room when a player in the area is hit with damage. Similarly builders can configure DAMAGE_MESSAGE_ROOM_1 to allow for multiple messages, where one is randomly selected. This can be done all the way up to whatever MAX value the builder would like.
MISS_MESSAGE_ACTOR_0 No message. The message that is displayed to players in the room when they are missed by the damage. Similarly builders can configure MISS_MESSAGE_ACTOR_1 to allow for multiple messages, where one is randomly selected. This can be done all the way up to whatever MAX value the builder would like.
MISS_MESSAGE_ROOM_0 No message. The message that is displayed to the room when a player in the room is missed by the damage. Similarly builders can configure MISS_MESSAGE_ROOM_1 to allow for multiple messages, where one is randomly selected. This can be done all the way up to whatever MAX value the builder would like.

Sample

Need a proper sample here!