Difference between revisions of "Proc:Special Attack"
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| {|class="abilitiestable" border="0" cellspacing="0" cellpadding="0" | {|class="abilitiestable" border="0" cellspacing="0" cellpadding="0" | ||
| ! Key !! Default !! Description | ! Key !! Default !! Description | ||
| + | |- | ||
| + | | CFG_ID | ||
| + | | 1 | ||
| + | | Standard KVP value. | ||
| |- | |- | ||
| | PROC_NUM | | PROC_NUM | ||
| Line 20: | Line 24: | ||
| | 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 43: | Line 47: | ||
| |- | |- | ||
| | ATTACK_##_DAMAGE_MESSAGE_ROOM | | ATTACK_##_DAMAGE_MESSAGE_ROOM | ||
| − | |||
| | $n thrusts $p deep into $N and injects a poison. | | $n thrusts $p deep into $N and injects a poison. | ||
| + | | Message shown to the room when the damage effect fires. | ||
| |- | |- | ||
| | ATTACK_##_DAMAGE_MESSAGE_VICTIM | | ATTACK_##_DAMAGE_MESSAGE_VICTIM | ||
| − | |||
| | $n thrusts $p deep into your body, you feel a burning pain! | | $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. | | 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. | | 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. | | $n thrusts $p deep into $N without effect. | ||
| | Message shown to the room when the damage is negated due to the victim being ethereal. | | 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. | | $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. | | Message shown to the victim when the damage is negated due to the victim being ethereal. | ||
| |- | |- | ||
| − | | ATTACK_## | + | | ATTACK_##_VICTIM_CHANCE | 
| | 0 (%) | | 0 (%) | ||
| − | | The percentage chance that the attack will trigger a special effect. | + | | The percentage chance that the attack will trigger a special effect targeting the victim. | 
| |- | |- | ||
| − | | ATTACK_## | + | | ATTACK_##_VICTIM_EFFECT | 
| | | | | ||
| − | | A colon (:) separated set of values representing the special effect.    | + | | A colon (:) separated set of values representing the special effect.  See table below for format. | 
| |- | |- | ||
| − | | ATTACK_## | + | | ATTACK_##_VICTIM_FLAGS | 
| | 0 | | 0 | ||
| | See the [[MUDL:damage|MUDL damage]] function for appropriate values. | | See the [[MUDL:damage|MUDL damage]] function for appropriate values. | ||
| |- | |- | ||
| − | | ATTACK_## | + | | ATTACK_##_VICTIM_MESSAGE_ACTOR | 
| | The poison on $p turns $N's flesh black. | | The poison on $p turns $N's flesh black. | ||
| | Message shown to the actor (attacker) when the special effect fires. | | Message shown to the actor (attacker) when the special effect fires. | ||
| |- | |- | ||
| − | | ATTACK_## | + | | ATTACK_##_VICTIM_MESSAGE_ROOM | 
| − | + | ||
| | The poison on $n's $p turns $N's flesh black. | | The poison on $n's $p turns $N's flesh black. | ||
| + | | Message shown to the room when the special effect fires. | ||
| |- | |- | ||
| − | | ATTACK_## | + | | ATTACK_##_VICTIM_MESSAGE_VICTIM | 
| − | + | ||
| | The poison on $n's $p turns your flesh black. | | 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|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: | ||
| + | |||
| + | {|class="abilitiestable" border="0" cellspacing="0" cellpadding="0" | ||
| + | ! Index !! Description | ||
| + | |- | ||
| + | | 1 || Spell Id | ||
| + | |- | ||
| + | | 2 || Level type that follows in value 3.<br/> | ||
| + | 0 = Use the value in element #3 for the level.<br/> | ||
| + | 1 = Use the player's prime class for the level.  Element #3 is ignored but must be specificed (use 0).<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. | ||
| + | |- | ||
| + | | 5 || APPLY amount. | ||
| + | |- | ||
| + | | 6 || Duration in minutes. | ||
| + | |- | ||
| + | | 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
