Difference between revisions of "Proc:Special Attack"

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m (Teker moved page Proc:Poison Weapon to Proc:Special Attack)
Line 9: Line 9:
 
{|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 62: Line 66:
 
| 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_##_SPECIAL_CHANCE
+
| 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_##_SPECIAL_EFFECT
+
| 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_##_SPECIAL_FLAGS
+
| 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_##_SPECIAL_MESSAGE_ACTOR
+
| 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_##_SPECIAL_MESSAGE_ROOM
+
| 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.
 
| Message shown to the room when the special effect fires.
 
|-
 
|-
| ATTACK_##_SPECIAL_MESSAGE_VICTIM
+
| 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.
 
| 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 = <br/>
 +
1 = <br/>
 +
2 = <br/>
 +
|-
 +
| 4 || APPLY_TYPE.
 +
|-
 +
| 5 || APPLY amount.
 +
|-
 +
| 6 || Duration in minutes.
 +
|-
 +
| 7 || Apply bitvector.
 
|}
 
|}
  

Revision as of 00:21, 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. 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.
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 =
1 =
2 =

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


Sample

TBD