Difference between revisions of "Combat(ControlPanel)"
Jump to navigation
Jump to search
(Created page with "{{CoffeeMUDAdministratorTOC}} {{CoffeeMUDMUDGrinderTOC}} {{CoffeeMUDControlPanelTOC}} This section of the Control Panel contains ini settings related to Combat. ==Combat Syst...") |
|||
(One intermediate revision by the same user not shown) | |||
Line 5: | Line 5: | ||
==Combat System== | ==Combat System== | ||
+ | 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: | ||
+ | *Standard Attack - a melee or ranged weapon attack | ||
+ | *Movement - a change in combat range or a FLEE | ||
+ | *Bonus Action - a free action that can ONLY be used for using abilities. | ||
+ | *Additional Action - This will default to an ability action, if queued, or an additional standard attack or movement. | ||
+ | ; 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. | ||
+ | ; QUEUE : All standard actions are dequeued from player commands entry. Any remaining unused actions are used for standard attacks or movement. | ||
+ | ; MANUAL : All standard actions are dequeued from player commands entry. Any remaining unused actions are lost. | ||
+ | ; TURNBASED : Players must spend all of their actions within a given amount of time. | ||
==Prowess Options== | ==Prowess Options== | ||
Line 17: | Line 26: | ||
; PURGE : The player is erased from the system. This is also known as Hardcore mode by players, or Permadeath. | ; PURGE : The player is erased from the system. This is also known as Hardcore mode by players, or Permadeath. | ||
; UNLEVEL X : The player loses X levels of experience. X must be a whole number. | ; UNLEVEL X : The player loses X levels of experience. X must be a whole number. | ||
− | ; 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. | + | ; 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. |
; 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). | ; 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). | ||
; OUT X : The player goes safely unconscious for X ticks. X must be a whole number. | ; OUT X : The player goes safely unconscious for X ticks. X must be a whole number. | ||
; RECALL : The player simply recalls to their death room (no body is created, they just return home). | ; RECALL : The player simply recalls to their death room (no body is created, they just return home). | ||
; (X) : The player loses a flat X experience points when they die. X must be a whole number. Parenthesis are optional. | ; (X) : The player loses a flat X experience points when they die. X must be a whole number. Parenthesis are optional. | ||
− | ; (math expression) | + | ; (math expression) : The player loses experience calculated based on the given math expression (replace the words "math expression" 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's level. @x2 is the killer's level. |
+ | |||
==Injury System== | ==Injury System== | ||
Latest revision as of 15:59, 23 November 2020
CoffeeMUD |
---|
Administrator Builder Player |
=CoffeeMUD Administrator Information= |
---|
Installation Help Development Modification Feature Requests Mud Grinder ini Security CMARE Share Wiki |
=CoffeeMUD Control Panel= |
---|
Switches Security Default Rooms Channels Abilities Clan Combat Player Settings Economy Calendar Miscellaneous |
This section of the Control Panel contains ini settings related to Combat.
Contents
- 1 Combat System
- 2 Prowess Options
- 3 Show Damage
- 4 Corpseguard
- 5 Player Death
- 6 Injury System
- 7 Flee
- 8 EXP Rate
- 9 Mob Death
- 10 Item Loot Policy
- 11 Autoreaction
- 12 Dueltickdown
- 13 Combat Formulas
- 13.1 NPC Hit Points
- 13.2 Hit Point Recovery
- 13.3 Mana Recovery
- 13.4 Moves Recovery
- 13.5 Attack Adjustment
- 13.6 Armor Adjustment
- 13.7 Attack Fudge Bonus
- 13.8 PVP Attack Fudge Bonus
- 13.9 Chance Spell Crit
- 13.10 PVP Chance Spell Crit
- 13.11 Damage Spell Crit
- 13.12 PVP Damage Spell Crit
- 13.13 Damage Spell Fudge
- 13.14 PVP Damage Spell Fudge
- 13.15 Chance Weapon Crit
- 13.16 PVP Chance Weapon Crit
- 13.17 Damage Ranged Target
- 13.18 PVP Damage Ranged Target
- 13.19 Damage Ranged Fudge
- 13.20 PVP Damage Ranged Fudge
- 13.21 Damage Ranged Static
- 13.22 Damage Melee Targeted
- 13.23 PvP Damage Melee Targeted
- 13.24 Damage Melee Fudge
- 13.25 PVP Damage Melee Fudge
- 13.26 Total Combat XP
- 13.27 Ind. Combat XP
- 14 Notes
Combat System
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:
- Standard Attack - a melee or ranged weapon attack
- Movement - a change in combat range or a FLEE
- Bonus Action - a free action that can ONLY be used for using abilities.
- Additional Action - This will default to an ability action, if queued, or an additional standard attack or movement.
- 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.
- QUEUE
- All standard actions are dequeued from player commands entry. Any remaining unused actions are used for standard attacks or movement.
- MANUAL
- All standard actions are dequeued from player commands entry. Any remaining unused actions are lost.
- TURNBASED
- Players must spend all of their actions within a given amount of time.
Prowess Options
Show Damage
Corpseguard
Player Death
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:
- EXPERIENCE
- The player loses 100 experience per level when they die. This is the default setting.
- PURGE
- The player is erased from the system. This is also known as Hardcore mode by players, or Permadeath.
- UNLEVEL X
- The player loses X levels of experience. X must be a whole number.
- 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.
- 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).
- OUT X
- The player goes safely unconscious for X ticks. X must be a whole number.
- RECALL
- The player simply recalls to their death room (no body is created, they just return home).
- (X)
- The player loses a flat X experience points when they die. X must be a whole number. Parenthesis are optional.
- (math expression)
- The player loses experience calculated based on the given math expression (replace the words "math expression" 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's level. @x2 is the killer's level.
Injury System
Flee
EXP Rate
Mob Death
Item Loot Policy
Autoreaction
Dueltickdown
Combat Formulas
NPC Hit Points
Hit Point Recovery
Mana Recovery
Moves Recovery
Attack Adjustment
Armor Adjustment
Attack Fudge Bonus
PVP Attack Fudge Bonus
Chance Spell Crit
PVP Chance Spell Crit
Damage Spell Crit
PVP Damage Spell Crit
Damage Spell Fudge
PVP Damage Spell Fudge
Chance Weapon Crit
PVP Chance Weapon Crit
Damage Ranged Target
PVP Damage Ranged Target
Damage Ranged Fudge
PVP Damage Ranged Fudge
Damage Ranged Static
Damage Melee Targeted
PvP Damage Melee Targeted
Damage Melee Fudge
PVP Damage Melee Fudge
Total Combat XP
Ind. Combat XP
Notes
WikiEditor: There's a lot to digest here, may take a while to fill in all these fields.