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	<id>http://coffeemud.net:8080/wiki/index.php?action=history&amp;feed=atom&amp;title=Combat%28ControlPanel%29</id>
	<title>Combat(ControlPanel) - Revision history</title>
	<link rel="self" type="application/atom+xml" href="http://coffeemud.net:8080/wiki/index.php?action=history&amp;feed=atom&amp;title=Combat%28ControlPanel%29"/>
	<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Combat(ControlPanel)&amp;action=history"/>
	<updated>2026-06-17T03:47:28Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.43.1</generator>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Combat(ControlPanel)&amp;diff=16847&amp;oldid=prev</id>
		<title>Loki: /* Combat System */</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Combat(ControlPanel)&amp;diff=16847&amp;oldid=prev"/>
		<updated>2020-11-23T15:59:58Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Combat System&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 15:59, 23 November 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l5&quot;&gt;Line 5:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 5:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Combat System==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Combat System==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This field determings how players area able to use their number of attacks (SPEED) during combat.  For this disussion we will use the following terms:&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*Standard Attack - a melee or ranged weapon attack&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*Movement - a change in combat range or a FLEE&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*Bonus Action - a free action that can ONLY be used for using abilities.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*Additional Action - This will default to an ability action, if queued, or an additional standard attack or movement.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;; DEFAULT : All standard actions must be used for standard attacks OR movement.  At SPEED 0, one bonus action is granted per combat round for general use.  Each fraction of speed grants a percentage chance of an additional bonus action, standard attack or movement.  For example, at SPEED 1.25, if a player can do a standard action + 1 bonus action + 1 additional action and have a 25% chance at a second additional action.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;; QUEUE : All standard actions are dequeued from player commands entry.  Any remaining unused actions are used for standard attacks or movement.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;; MANUAL : All standard actions are dequeued from player commands entry.  Any remaining unused actions are lost.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;; TURNBASED : Players must spend all of their actions within a given amount of time.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Prowess Options==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Prowess Options==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Combat(ControlPanel)&amp;diff=16846&amp;oldid=prev</id>
		<title>Loki: /* Player Death */</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Combat(ControlPanel)&amp;diff=16846&amp;oldid=prev"/>
		<updated>2020-11-23T15:06:04Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Player Death&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 15:06, 23 November 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l17&quot;&gt;Line 17:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 17:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; PURGE : The player is erased from the system.  This is also known as Hardcore mode by players, or Permadeath.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; PURGE : The player is erased from the system.  This is also known as Hardcore mode by players, or Permadeath.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; UNLEVEL X : The player loses X levels of experience.  X must be a whole number.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; UNLEVEL X : The player loses X levels of experience.  X must be a whole number.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; ASTRAL : The player becomes a ghost transported to the designated DEATH room specified in the Default Rooms section of the ini or control panel.  They must travel to their body in the specified MORGUE room and then receive a resurrection from another player or mob before they may resume their adventures.  The player will receive the Prop_AstralSpirit affect while a ghost, and archons may modify the player and remove this property to return them to life.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; ASTRAL : The player becomes a ghost transported to the designated DEATH room specified in the Default Rooms section of the ini or control panel.  They must travel to their body in the specified MORGUE room and then receive a resurrection from another player or mob before they may resume their adventures.  The player will receive the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[&lt;/ins&gt;Prop_AstralSpirit&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]] &lt;/ins&gt;affect while a ghost, and archons may modify the player and remove this property to return them to life.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; ASTRAL_RES : As ASTRAL above, but player can type ENTER BODY when they reach their body to self-resurrect (or get a resurrection to mitigate some lost XP).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; ASTRAL_RES : As ASTRAL above, but player can type ENTER BODY when they reach their body to self-resurrect (or get a resurrection to mitigate some lost XP).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; OUT X : The player goes safely unconscious for X ticks.  X must be a whole number.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; OUT X : The player goes safely unconscious for X ticks.  X must be a whole number.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; RECALL : The player simply recalls to their death room (no body is created, they just return home).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; RECALL : The player simply recalls to their death room (no body is created, they just return home).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; (X) : The player loses a flat X experience points when they die.  X must be a whole number. Parenthesis are optional.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; (X) : The player loses a flat X experience points when they die.  X must be a whole number. Parenthesis are optional.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; (math expression) &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;; &lt;/del&gt;The player loses experience calculated based on the given math expression (replace the words &quot;math expression&quot; with an actual math expression, and parenthesis are optional/used to determine order of precedence).  The valid operands are + - * / ( ) @x1 and @x2.  @x1 is the player&#039;s level.  @x2 is the killer&#039;s level.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; (math expression) &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;: &lt;/ins&gt;The player loses experience calculated based on the given math expression (replace the words &quot;math expression&quot; with an actual math expression, and parenthesis are optional/used to determine order of precedence).  The valid operands are + - * / ( ) @x1 and @x2.  @x1 is the player&#039;s level.  @x2 is the killer&#039;s level.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Injury System==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Injury System==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Combat(ControlPanel)&amp;diff=16845&amp;oldid=prev</id>
		<title>Loki: Created page with &quot;{{CoffeeMUDAdministratorTOC}} {{CoffeeMUDMUDGrinderTOC}} {{CoffeeMUDControlPanelTOC}} This section of the Control Panel contains ini settings related to Combat.  ==Combat Syst...&quot;</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Combat(ControlPanel)&amp;diff=16845&amp;oldid=prev"/>
		<updated>2020-11-23T14:32:38Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;{{CoffeeMUDAdministratorTOC}} {{CoffeeMUDMUDGrinderTOC}} {{CoffeeMUDControlPanelTOC}} This section of the Control Panel contains ini settings related to Combat.  ==Combat Syst...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{CoffeeMUDAdministratorTOC}}&lt;br /&gt;
{{CoffeeMUDMUDGrinderTOC}}&lt;br /&gt;
{{CoffeeMUDControlPanelTOC}}&lt;br /&gt;
This section of the Control Panel contains ini settings related to Combat.&lt;br /&gt;
&lt;br /&gt;
==Combat System==&lt;br /&gt;
&lt;br /&gt;
==Prowess Options==&lt;br /&gt;
&lt;br /&gt;
==Show Damage==&lt;br /&gt;
&lt;br /&gt;
==Corpseguard==&lt;br /&gt;
&lt;br /&gt;
==Player Death==&lt;br /&gt;
This ini configuration enables one of several death mechanics when a player dies.  Multiple entries may be included and are separated by commas.  The configurations are:&lt;br /&gt;
; EXPERIENCE : The player loses 100 experience per level when they die.  This is the default setting.&lt;br /&gt;
; PURGE : The player is erased from the system.  This is also known as Hardcore mode by players, or Permadeath.&lt;br /&gt;
; UNLEVEL X : The player loses X levels of experience.  X must be a whole number.&lt;br /&gt;
; ASTRAL : The player becomes a ghost transported to the designated DEATH room specified in the Default Rooms section of the ini or control panel.  They must travel to their body in the specified MORGUE room and then receive a resurrection from another player or mob before they may resume their adventures.  The player will receive the Prop_AstralSpirit affect while a ghost, and archons may modify the player and remove this property to return them to life.&lt;br /&gt;
; ASTRAL_RES : As ASTRAL above, but player can type ENTER BODY when they reach their body to self-resurrect (or get a resurrection to mitigate some lost XP).&lt;br /&gt;
; OUT X : The player goes safely unconscious for X ticks.  X must be a whole number.&lt;br /&gt;
; RECALL : The player simply recalls to their death room (no body is created, they just return home).&lt;br /&gt;
; (X) : The player loses a flat X experience points when they die.  X must be a whole number. Parenthesis are optional.&lt;br /&gt;
; (math expression) ; The player loses experience calculated based on the given math expression (replace the words &amp;quot;math expression&amp;quot; with an actual math expression, and parenthesis are optional/used to determine order of precedence).  The valid operands are + - * / ( ) @x1 and @x2.  @x1 is the player&amp;#039;s level.  @x2 is the killer&amp;#039;s level.&lt;br /&gt;
==Injury System==&lt;br /&gt;
&lt;br /&gt;
==Flee==&lt;br /&gt;
&lt;br /&gt;
==EXP Rate==&lt;br /&gt;
&lt;br /&gt;
==Mob Death==&lt;br /&gt;
&lt;br /&gt;
==Item Loot Policy==&lt;br /&gt;
&lt;br /&gt;
==Autoreaction==&lt;br /&gt;
&lt;br /&gt;
==Dueltickdown==&lt;br /&gt;
&lt;br /&gt;
=Combat Formulas=&lt;br /&gt;
==NPC Hit Points==&lt;br /&gt;
&lt;br /&gt;
==Hit Point Recovery==&lt;br /&gt;
&lt;br /&gt;
==Mana Recovery==&lt;br /&gt;
&lt;br /&gt;
==Moves Recovery==&lt;br /&gt;
&lt;br /&gt;
==Attack Adjustment==&lt;br /&gt;
&lt;br /&gt;
==Armor Adjustment==&lt;br /&gt;
&lt;br /&gt;
==Attack Fudge Bonus==&lt;br /&gt;
&lt;br /&gt;
==PVP Attack Fudge Bonus==&lt;br /&gt;
&lt;br /&gt;
==Chance Spell Crit==&lt;br /&gt;
&lt;br /&gt;
==PVP Chance Spell Crit==&lt;br /&gt;
&lt;br /&gt;
==Damage Spell Crit==&lt;br /&gt;
&lt;br /&gt;
==PVP Damage Spell Crit==&lt;br /&gt;
&lt;br /&gt;
==Damage Spell Fudge==&lt;br /&gt;
&lt;br /&gt;
==PVP Damage Spell Fudge==&lt;br /&gt;
&lt;br /&gt;
==Chance Weapon Crit==&lt;br /&gt;
&lt;br /&gt;
==PVP Chance Weapon Crit==&lt;br /&gt;
&lt;br /&gt;
==Damage Ranged Target==&lt;br /&gt;
&lt;br /&gt;
==PVP Damage Ranged Target==&lt;br /&gt;
&lt;br /&gt;
==Damage Ranged Fudge==&lt;br /&gt;
&lt;br /&gt;
==PVP Damage Ranged Fudge==&lt;br /&gt;
&lt;br /&gt;
==Damage Ranged Static==&lt;br /&gt;
&lt;br /&gt;
==Damage Melee Targeted==&lt;br /&gt;
&lt;br /&gt;
==PvP Damage Melee Targeted==&lt;br /&gt;
&lt;br /&gt;
==Damage Melee Fudge==&lt;br /&gt;
&lt;br /&gt;
==PVP Damage Melee Fudge==&lt;br /&gt;
&lt;br /&gt;
==Total Combat XP==&lt;br /&gt;
&lt;br /&gt;
==Ind. Combat XP==&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
WikiEditor: There&amp;#039;s a lot to digest here, may take a while to fill in all these fields.&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
</feed>