Prop AbsorbDamage

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===Prop_AbsorbDamage===
Effect: Absorb Damage
Targets: Items, Mobs, Areas, Rooms
Parameters: Damage Absorption percentages or amounts, the list of absorbed damage types
Examples: 50% +ALL -SILVER -CLOTH -LEATHER

5 +ALL -MAGIC -SLASHING -FROSTING 25% +ALL -LEVEL15 15% +BASHING 1 +IRON 3 +STEEL 15% +MAGIC

Description: Whenever the item with this property is worn, or for the mob with this property, or anyone in the area or room with this property, they will attain damage absorption from the types and/or materials of weapons specified. Damage absorption may be represented as a percentage or as a straight amount. Damage amounts must be before the type of damage absorbed in the parameters. Damage amounts/percentages in the negative will add to the damage. If the term "ENHANCED" is included in the parameters, and percentage absorption amounts are used, then this will also attempt to auto-save against skills according to the percentage change, or, if the percentage is negative, make the effect last

longer. Here are the parameters:

+ALL - Specifies that, by default, the mob has ALL damage absorbed.

-(DAMAGETYPE)- Creates an exception to the +ALL rule by permitting normal damage of the given type. Examples for DAMAGETYPE would be -PIERCING, -GASSING, -SLASHING, -BURNING, -MELTING, -NATURAL, -BASHING, etc.

+(DAMAGETYPE)- Can be used instead of +ALL to absorb damage from the given damage type. Examples for DAMAGETYPE would be +PIERCING, +GASSING, +SLASHING, +BURNING, +MELTING, +NATURAL, +BASHING, etc.

-(WEAPONCLASS)- Creates an exception to the +ALL rule by permitting normal damage of the given class. Examples for WEAPONCLASS would be -AXE, -BLUNT, -EDGED, -FLAILED, -HAMMER, -KARATE, -POLEARM, -RANGED, -SWORD, -DAGGER, -STAFF, -THROWN, etc.

-(WEAPONCLASS)- Can be used instead of +ALL to absorb damage from the given weapon class. Examples for WEAPONCLASS would be +AXE, +BLUNT, +EDGED, +FLAILED, +HAMMER, +KARATE, +POLEARM, +RANGED, +SWORD, +DAGGER, +STAFF, +THROWN, etc.

-(ABILITYCODE)- Creates an exception to the +ALL rule by permitting normal damage of the given type of ability. Examples for ABILITYCODE would be -THIEF_SKILL, -PRAYER, etc. Do list abilitycodes.

+(ABILITYCODE)- Can be used instead of +ALL to absorb damage from the given type of ability. Examples for ABILITYCODE be +SPELL, +SONG, etc.. Do list abilitycodes.

-(ABILITYDOMAIN)- Creates an exception to the +ALL rule by permitting normal damage of the given domain of ability. Examples for ABILITYDOMAIN would be -ILLUSION, -DEATH_LORE, etc. Do list abilitydomains.

+(ABILITYDOMAIN)- Can be used instead of +ALL to absorb damage from the given domain of ability. Examples for ABILITYDOMAIN be +SPELL, +SONG, etc.. Do list abilitydomains.

-(ABILITYFLAG)- Creates an exception to the +ALL rule by permitting normal damage of the given flagged abilities. Examples for ABILITYFLAG would be -UNHOLY, -CHARMING, etc. Do list abilityflags.

+(ABILITYFLAG)- Can be used instead of +ALL to absorb damage from the given flagged abilities. Examples for ABILITYDOMAIN be +HOLY, +CHARMING, etc.. Do list abilityflags.

-(ABILITYID)- Creates an exception to the +ALL rule by permitting normal damage of the given specific ability. Examples for ABILITYID would be -SPELL_FIREBALL, etc.

+(ABILITYID)- Can be used instead of +ALL to absorb damage from the given specific ability. Examples for ABILITYID be +SPELL_MAGICMISSILE, etc..

-MAGIC - Creates an exception to the +ALL rule by permitting normal damage from magical spells and magical weapons.

+MAGIC - If +ALL is not used, this will absorb damage from magical spells and weapons.

-LEVELX - Creates an exception to the +ALL rule by permitting normal damage from weapons whose level is X or better. Example: -LEVEL1, -LEVEL5, -LEVEL10, etc.

+LEVELX - Can be used instead of +ALL to absorb damage from weapons whose level is X or lower. Example: +LEVEL1, +LEVEL5, +LEVEL10, etc.

-MATERIALTYPE - Creates an exception to the +ALL rule above by permitting normal damage from a weapon made of the given MATERIALTYPE. Where MATERIALTYPE may be any valid material, such as SILVER, WOOD, COTTON, etc. As for the damage types above, +MATERIALTYPE may be used instead of +ALL to absorb damage from materials a given material.

-PARALYSIS - Creates an exception to the +All rule by permitting normal damage from paralysis spells.

+PARALYSIS - If +All is not used, this absorbs damage from damage from fire spells.

-FIRE - Creates an exception to the +All rule by permitting normal damage from fire spells.

+FIRE - If +All is not used, this absorbs damage from damage from fire spells.

-COLD - Creates an exception to the +All rule by permitting normal damage from cold spells.

+COLD - If +All is not used, this absorbs damage from damage from cold spells.

-WATER - Creates an exception to the +All rule by permitting normal damage from water spells.

+WATER - If +All is not used, this absorbs damage from damage from water spells.

-GAS - Creates an exception to the +All rule by permitting normal damage from gas spells.

+GAS - If +All is not used, this absorbs damage from damage from gas spells.

-MIND - Creates an exception to the +All rule by permitting normal damage from mind spells.

+MIND - If +All is not used, this absorbs damage from damage from mind spells.

-JUSTICE - Creates an exception to the +All rule by permitting normal damage from justice spells.

+JUSTICE - If +All is not used, this absorbs damage from damage from justice spells.

-ACID - Creates an exception to the +All rule by permitting normal damage from acid spells.

+ACID - If +All is not used, this absorbs damage from damage from acid spells.

-ELECTRICITY - Creates an exception to the +All rule by permitting normal damage from electric spells.

+ELECTRICITY - If +All is not used, this absorbs damage from damage from electric spells.

-POISON - Creates an exception to the +All rule by permitting normal damage from poison spells.

+POISON - If +All is not used, this absorbs damage from damage from poison spells.

-UNDEAD - Creates an exception to the +All rule by permitting normal damage from undead spells.

+UNDEAD - If +All is not used, this absorbs damage from damage from undead/evil spells.

-DISEASE - Creates an exception to the +All rule by permitting normal damage from disease spells.

+DISEASE - If +All is not used, this absorbs damage from damage from disease spells.

-TRAPS - Creates an exception to the +All rule by permitting normal damage from traps spells.

+TRAPS - If +All is not used, this absorbs damage from damage from traps spells.

Notes

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