Difference between revisions of "Combat(ControlPanel)"

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(Created page with "{{CoffeeMUDAdministratorTOC}} {{CoffeeMUDMUDGrinderTOC}} {{CoffeeMUDControlPanelTOC}} This section of the Control Panel contains ini settings related to Combat. ==Combat Syst...")
 
 
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==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==
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; 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) ; 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.
+
; (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
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=CoffeeMUD Administrator Information=
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=CoffeeMUD MUDGrinder=
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=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.

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

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