Weapons(Builder)

From CoffeeMud Wiki
Revision as of 19:22, 15 March 2020 by Loki (talk | contribs)
Jump to navigation Jump to search
CoffeeMUD
Administrator                                                  Builder                                                              Player
=CoffeeMUD Builder Information=
Basics Praetor     Player Support     Commands     Zapper Masks Advanced Races     Classes     Abilities     Socials     Scripting    
Building Behaviors     Properties     Areas     Rooms     Exits     Items     Mobs Systems Achievements     Crafting     Help Info     Ships     Planes of Existence     Quests     Triumphs    
=Items=
Armor     Weapons     Containers     Mountables     Readables     Wands     Staffs     Instruments     Consumables     Resources     Other Items    

Weapon

This page is for listing all weapons in CoffeeMUD. A weapon is equipped in the WIELD position, and normally improves the amount of damage you do in combat.

  • Weapons normally require only one hand to use, but larger weapons require two hands (your WIELD and HELD equipment positions). Some skills allow characters to also use additional weapons equipped in the HELD position (such as two-weapon fighting).
    • If you lose a hand in combat (regardless of which one), you will lose your HELD wear location (or one HELD location, if you have more than 2 hands) and be unable to wield 2 handed weapons. If you lose all hands, you will be unable to WIELD any weapons.
  • Weapons have varying weapon classifications (Weapon Types), and varying damage types.

Weapon Types

Weapon Type Sample weapons General Combat Notes Notes
Axe Hatchet, Axe, Woodcutter's Axe, Bipenis Axe, Battle Axe, Dwarven Axe Basic Damage, Basic Attack
Blunt
  • Staff
Club, Sai, Brass Knuckles, Cudgel, Sap, Staff
  • Staff, Jo Staff, Bo Staff
Below Average Damage, Fair Attack
  • A Staff is a subtype of Blunt weapons. Some staffs (or staves) contain magical spells/prayers that can be activated with the wands skill.
Edged
  • Dagger
Sickle, Scissors, Dagger, Knife, Katar
  • Knife, Dagger, Stiletto, Main Gauche, Cat Claws
Weak Damage, Good Attack
  • Very Weak Damage, Very Good Attack
Includes all DAGGER type weapons
Flailed Flail, Ball-and-Chain, Nun-chaku, Whip, Cat-o-Nine-Tails Good Damage, Weak Attack
Hammer Hammer, Maul, Mallet Basic Damage, Basic Attack
Karate Teeth, Fingernails, Tails, Knees, Elbows Basic Damage, Basic Attack Karate weapons are the built-in attacks that are provided by the race.
Polearm Spear, Glaive, Halbard, Pike Differs by weapon type, but often Very Good Damage and Weak Attack These weapons often have a reach of 1, but sometimes also have a minimum range of 1.
Ranged
  • Thrown
Bow, Crossbow, Sling
  • Throwing knives, Shuriken, Javelins, Darts
Ranged weapons often do Very Weak Damage and Basic Attack, with increased range
  • Thrown weapons do Good Damage and Basic Attack
These weapons require ammunition to use, and often have superior ranges. Some ranged weapons also have a minimum range.
  • Thrown weapons are a subtype of ranged weapons, but thrown weapons do not require ammunition (you throw the weapon you are using).
Sword Long Sword, Short Sword, Gladius, Katana, Great Sword, Flamberge Basic Damage, Basic Attack

For damage and attack comparisions: Very Good > Good > Fair > Basic > Below Average > Weak > Very Weak

Weapon Notes

  • Thrown weapons will be hurled at the enemy without advancing at them, if they are within range. After throwing the weapon, you will need to equip another weapon (especially if you wish to throw another weapon at your enemy).
  • Ranged weapons are not expended when you attack an enemy, but often require ammunition. A ranged weapon will have an ammunition capacity, after which, it must be reloaded. It will attempt to automatically reload for the first available ammunition in your inventory.
    • Crossbows require multiple rounds to load ammunition.

Damage Types

Also known as "Weapon Attack Types".

Damage Type Example Weapons Notes
Natural Claws, Teeth, Fingernails Weapons that do natural damage *might* allow unarmed combat skills to function. Natural weapons are immune to Weapon Break.
Slashing Swords, knives, Axes
Piercing Darts, Arrows, Spears
Bashing Fists, Clubs, Hammers, Staffs
Burning Fire Burning weapons tend to do more damage to cloth and leather armors.
Bursting Magic, Explosions This is the damage type for magic-based attacks and spells.
Shooting Guns This is the damage type for projectiles, such as bullets.
Frosting Cold spells
Gassing Gas, Stinking Cloud
Melting Acid
Striking Electricity, Lightning Bolt

Ammunition

Ranged weapons require ammunition in order to use the weapon. The ammunition must be LOADed into the weapon. And while it may be confusing, some weapons share the name with some ammunitions, but ammunitions normally come in a cluster, pack, or other unit of quantity. For example, a Javelin can be a thrown weapon, but a Pack of 5 Javelins are ammunition for an Atlatl. One cannot remove one of the ammunition Javelins and use it as a weapon...it is only an ammunition.

Ammunition Type Sample Weapons
Arrow Bow, Long Bow, Short Bow
Bolt Crossbow, Heavy Crossbow
Bullets Slings, Staff Slings, Hopaks
Darts Blowguns, Hand Crossbows
Javelins Atlatl, Spear Launchers

GenWeapon Fields

GenAmmunition Fields

Special GenWeapons

.

Notes

  • Karate classification weapons are only intended for inherent racial weaponry attacks. Do not create wieldable karate weapons.