Difference between revisions of "Proc:Special Attack"
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| ATTACK_##_DAMAGE_CHANCE | | ATTACK_##_DAMAGE_CHANCE | ||
| 0 (%) | | 0 (%) | ||
− | | The percentage chance that a particular attack type will trigger extra damage. The ## corresponds with the skill number of the attack being performed. A list of skill numbers can be found TBD | + | | The percentage chance that a particular attack type will trigger extra damage. The ## corresponds with the skill number of the attack being performed. A list of skill numbers can be found TBD. |
|- | |- | ||
| ATTACK_##_DAMAGE_DICE | | ATTACK_##_DAMAGE_DICE | ||
Line 126: | Line 126: | ||
|- | |- | ||
| 2 || Level type that follows in value 3.<br/> | | 2 || Level type that follows in value 3.<br/> | ||
− | 0 = <br/> | + | 0 = Use the value in element #3 for the level.<br/> |
− | 1 = <br/> | + | 1 = Use the player's prime class for the level. Element #3 is ignored but must be specificed (use 0).<br/> |
− | 2 = <br/> | + | 2 = Use the player's level in the class specified in element #3 to determine the level. A list of PC class values can be found in [[MUDL:PC_Class_Values]].<br/> |
|- | |- | ||
| 4 || APPLY_TYPE. | | 4 || APPLY_TYPE. | ||
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| 7 || Apply bitvector. | | 7 || Apply bitvector. | ||
|} | |} | ||
− | |||
= Sample = | = Sample = |
Latest revision as of 16:26, 8 January 2019
Overview
This procedure allows builders to add poison type effects to weapons.
Here is a list of keys that the procedure will use:
Key | Default | Description |
---|---|---|
CFG_ID | 1 | Standard KVP value. |
PROC_NUM | 13 | Standard KVP value. |
PROC_ENABLED | 0 (false) | Standard KVP value. |
ATTACK_##_DAMAGE_CHANCE | 0 (%) | The percentage chance that a particular attack type will trigger extra damage. The ## corresponds with the skill number of the attack being performed. A list of skill numbers can be found TBD. |
ATTACK_##_DAMAGE_DICE | 1 | Number of dice to roll for the damage effect. |
ATTACK_##_DAMAGE_DIE_SIZE | 1 | Size of the dice to roll for the damage effect. |
ATTACK_##_DAMAGE_ADDITIONAL | 0 | Additional points to add to the damage effect. |
ATTACK_##_DAMAGE_FLAGS | 0 | See the MUDL damage function for appropriate values. |
ATTACK_##_DAMAGE_MESSAGE_ACTOR | You drive $p to the hilt in $N and $E shudders from the poison. | Message shown to the actor (attacker) when the damage effect fires. |
ATTACK_##_DAMAGE_MESSAGE_ROOM | $n thrusts $p deep into $N and injects a poison. | Message shown to the room when the damage effect fires. |
ATTACK_##_DAMAGE_MESSAGE_VICTIM | $n thrusts $p deep into your body, you feel a burning pain! | Message shown to the victim when the damage effect fires. |
ATTACK_##_ETHER_MESSAGE_ACTOR | Your weapon passes deeply into $N but seems to have no effect. | Message shown to the actor (attacker) when the damage is negated due to the victim being ethereal. |
ATTACK_##_ETHER_MESSAGE_ROOM | $n thrusts $p deep into $N without effect. | Message shown to the room when the damage is negated due to the victim being ethereal. |
ATTACK_##_ETHER_MESSAGE_VICTIM | $n thrusts $s weapon deep into you but it has no effect. | Message shown to the victim when the damage is negated due to the victim being ethereal. |
ATTACK_##_VICTIM_CHANCE | 0 (%) | The percentage chance that the attack will trigger a special effect targeting the victim. |
ATTACK_##_VICTIM_EFFECT | A colon (:) separated set of values representing the special effect. See table below for format. | |
ATTACK_##_VICTIM_FLAGS | 0 | See the MUDL damage function for appropriate values. |
ATTACK_##_VICTIM_MESSAGE_ACTOR | The poison on $p turns $N's flesh black. | Message shown to the actor (attacker) when the special effect fires. |
ATTACK_##_VICTIM_MESSAGE_ROOM | The poison on $n's $p turns $N's flesh black. | Message shown to the room when the special effect fires. |
ATTACK_##_VICTIM_MESSAGE_VICTIM | The poison on $n's $p turns your flesh black. | Message shown to the victim when the special effect fires. |
ATTACK_##_ACTOR_CHANCE | 0 (%) | The percentage chance that the attack will trigger a special effect targeting the actor/attacker. |
ATTACK_##_ACTOR_EFFECT | A colon (:) separated set of values representing the special effect. See table below for formatting. | |
ATTACK_##_ACTOR_FLAGS | 0 | See the MUDL damage function for appropriate values. |
ATTACK_##_ACTOR_MESSAGE_ACTOR | The poison on $p turns $N's flesh black. | Message shown to the actor (attacker) when the special effect fires. |
ATTACK_##_ACTOR_MESSAGE_ROOM | The poison on $n's $p turns $N's flesh black. | Message shown to the room when the special effect fires. |
ATTACK_##_ACTOR_MESSAGE_VICTIM | The poison on $n's $p turns your flesh black. | Message shown to the victim when the special effect fires. |
The ATTACK_##_VICTIM_EFFECT AND ATTACK_##_ACTOR_EFFECT keys consist of 7 numbers separated by colons. These describe the special effect that the weapon generates. The values are:
Here is a list of keys that the procedure will use:
Index | Description |
---|---|
1 | Spell Id |
2 | Level type that follows in value 3. 0 = Use the value in element #3 for the level. |
4 | APPLY_TYPE. |
5 | APPLY amount. |
6 | Duration in minutes. |
7 | Apply bitvector. |
Sample
TBD