Proc:Special Attack

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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
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 Message shown to the room when the damage effect fires. $n thrusts $p deep into $N and injects a poison.
ATTACK_##_DAMAGE_MESSAGE_VICTIM Message shown to the victim when the damage effect fires. $n thrusts $p deep into your body, you feel a burning pain!
ETHEREAL_MISS_##_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.
ETHEREAL_MISS_##_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.
ETHEREAL_MISS_##_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_##_SPECIAL_CHANCE 0 (%) The percentage chance that the attack will trigger a special effect.
ATTACK_##_SPECIAL_EFFECT A colon (:) separated set of values representing the special effect.
ATTACK_##_SPECIAL_FLAGS 0 See the MUDL damage function for appropriate values.
ATTACK_##_SPECIAL_MESSAGE_ACTOR The poison on $p turns $N's flesh black. Message shown to the actor (attacker) when the special effect fires.
ATTACK_##_SPECIAL_MESSAGE_ROOM Message shown to the room when the special effect fires. The poison on $n's $p turns $N's flesh black.
ATTACK_##_SPECIAL_MESSAGE_VICTIM Message shown to the victim when the special effect fires. The poison on $n's $p turns your flesh black.


Sample

TBD