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.  Also, the word OTHER can be specified instead of a number which would provide a damage effect for attacks that do not match any ATTACK_## KVPs.
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| 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
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|-
 
|-
 
| 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.
1 = Use the player's prime class for the level. Element #3 is ignored but must be specificed (use 0).
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.

4 APPLY_TYPE.
5 APPLY amount.
6 Duration in minutes.
7 Apply bitvector.

Sample

TBD