Difference between revisions of "Combat(CoffeeMUD)"
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=Basics of Combat= | =Basics of Combat= | ||
Combat in CoffeeMUD is an action-based system that combines automatic attacks and specified commands. Combat is initiated when one participant initiates a hostile action on another target. This can be accomplished with a [[KILL]] command, or by using an ability that has a hostile affect. The outcome of the initial attack does not matter; combat will begin even if the target suffers no ill affects. Each MOB (including players) has a SPEED score, which determines how many actions they can take per tick (~4 seconds). A mob will perform any specific commands in the action queue, and an automatic action (melee attack/ranged attack) each combat round. | Combat in CoffeeMUD is an action-based system that combines automatic attacks and specified commands. Combat is initiated when one participant initiates a hostile action on another target. This can be accomplished with a [[KILL]] command, or by using an ability that has a hostile affect. The outcome of the initial attack does not matter; combat will begin even if the target suffers no ill affects. Each MOB (including players) has a SPEED score, which determines how many actions they can take per tick (~4 seconds). A mob will perform any specific commands in the action queue, and an automatic action (melee attack/ranged attack) each combat round. |
Revision as of 17:52, 6 December 2019
CoffeeMUD |
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Administrator Builder Player |
=CoffeeMUD Player Information= | |||
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Basics | Info Commands Socials Combat Groups | Character | Stats Races Classes Abilities Expertises Achievements |
World | Deities Areas Property Quests Clans Triumphs | Items | Items Crafting Ships |
=CoffeeMUD Combat= |
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Group Combat Ranged Combat Siege Combat |
Basics of Combat
Combat in CoffeeMUD is an action-based system that combines automatic attacks and specified commands. Combat is initiated when one participant initiates a hostile action on another target. This can be accomplished with a KILL command, or by using an ability that has a hostile affect. The outcome of the initial attack does not matter; combat will begin even if the target suffers no ill affects. Each MOB (including players) has a SPEED score, which determines how many actions they can take per tick (~4 seconds). A mob will perform any specific commands in the action queue, and an automatic action (melee attack/ranged attack) each combat round.
Offense
Each mob will automatically try to attack with the weapon in their WIELD slot each tick as many times as their SPEED score. Abilities such as Second Attack directly impact a player's SPEED score. When making a physical attack, the character's ATTACK score is compared to the defender's ARMORED DEFENCE score, to determine the percentage chance of the attack succeeding. The difference in levels between the attacker and defender also affects the success chance.
Abilities have a broad variety of affects depending upon the ability. Abilities that are MALEVOLENT will generally start combat when used on a neutral mob. Abilities that are CIRCUMSTANTIAL or BENEVOLENT may cause combat to start, so be careful when using abilities on others.
Defense
Defense comes in three varieties, Armored Defence for reducing the likelihood of a physical attack from succeeding, Resistances for preventing an attack of a certain type from succeeding, and ability-based defenses.
Armored Defence
For starters, let's all accept that DEFENCE is an archaic spelling for defense. It is a valid word. When talking about armored defence we are specifically referring to a character's armor score. Armored Defence is an integer based on a character's armor rating. Behind the scenes, armor is a value from 100 to negative infinity (well, not infinity, but for this discussion we will assume it can go that far). The lower the value, the better protected the character is. Armored defence takes this weird mechanic and displays it as a (mostly) positive value with 0 armored defence equaling 100 armor rating, and 300 armored defence being equivelant to -200 armor rating. Worn armor will provide a positive "Base Protection" value, which will be added to your armored defence if worn (or subtracted from your armor rating). However, certain magical affects may report out a -10 ARMOR, instead of reporting it as 10 PROTECTION. In these cases, this negative ARMOR score is beneficial to your armored defence score.
Resistances
Resistances offer a chance to entirely mitigate a part or all of an attack or ability. The level difference, special abilities, and other circumstances may modify the effectiveness of a resistance.
Ability-Based Defenses
Some abilities may provide reduction of affects or entirely protect from certain forms of attacks.
Damage
Damage Locations
While hit points reflects a characters overall capacity to tolerate damage, individual appendages may suffer damage from particularly powerful strikes. This damage normally results in a percentage of that appendage's damage being noted on the AFFECTS screen of the character. However, when an appendage damage hits 100%, the appendage falls off and is considered destroyed. This may have an impact on the character's overall performance.
- The first hand to be lost will always be considered the HOLD position (so you will be able to continue to wield a single-handed weapon).
- Losing both eyes will result in blindness.
- Losing feet and/or legs will result in reduced mobility and may require the character to crawl from place to place (using much more movement along the way).
Miscellaneous Combat Information
Combat Formulas
Notes
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