[Crossfire-wiki] [Crossfire DokuWiki] page changed: combat

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Sun Oct 27 04:32:25 CDT 2013


A page in your DokuWiki was added or changed. Here are the details:

Date        : 2013/10/27 04:32
User        : saru
Edit Summary: 

@@ -3,12 +3,12 @@
  
  ===== Combat general description =====
  Combat is the interaction of two controlled objects ([[:players]] and/or [[:monsters]] that exchange blows using diverse systems of attack. Combat can result in the death of any participant including yourself and is therefore a critical aspect of success in Crossfire. Upon Death a controlled object ceases to be controlled resulting in two outcomes, access to [[:equipment]] held if a monster (or a gravestone if a player) and a flux of [[:experience]], be it positive or negative.
  
- Controlled objects can attack using a variety of [[combat:attack_types|attack types]] to expose vulnerabilities in an opponent for additional damage. Damage from an [[combat:attack_types|attack types]] can be defended or protected against by [[combat:resistance|resistances]]. Some attack_types do not simply do damage but also affect a controlled objects ability to move or modify either temporarily or permanently a controlled objects vital [[:statistics]]
+ Controlled objects can attack using a variety of [[combat:attack_types|attack types]] to expose vulnerabilities in an opponent for additional damage. Damage from an [[combat:attack_types|attack types]] can be defended or protected against by [[combat:resistance|resistances]]. Some [[combat:attack_types|attack types]] do not simply do damage but also do indirect damage & effects, either temporarily or permanently. This could be to limit movement or modify a controlled objects vital statistics.
  
  ==== Physical Combat ====
- These [[skills:combat skills]] rely on the physical traits of the controlled object. They can be separated into [[combat:melee]] combat and [[combat:missile]] combat
+ These [[:skills]] rely on the physical traits of the controlled object. They can be separated into [[skills:melee]] combat and [[skills:missile]] combat
  
  
  ==== Magical Combat ====
  These [[skills:spell_casting|spell casting skills]] rely on the access and control of magical abilities of the controlled objected
@@ -16,33 +16,22 @@
  
  ===== Attacking =====
  Combat can be thought of as a sequence of attacks. When attack is made, depending on the method of attack, an event occurs where the attacker delivers damage to the defender.  There are two forms of damage (which can occur simultaneously): Direct Damage which reduces the hp of a defender
  
- 
- 
- ==== Direct Damage ====
- Direct damage sequence of events:
+ An attack sequence can be described as:
    - An attack is triggered
    - A saving throw is made (in the case of a physical attack type, this is the defenders AC or dodge chance)
    - If the saving throw was successful the attack is cancelled
    - If the saving throw was unsuccessful, the attackers damage is calculated using the appropriate skill
    - The damage is reduced by the defenders 'resistance' or in the case of physical 'armour'
    - The resultant damage is dealt to the defender by removing hp or similar stat
  
  ==== Death & Experience ====
-   - If the defenders hp drops below 1, the defender dies, and the attacker adds the exp of the defender to their total exp for the skill which made the killing blow. The defender also drops any items from their inventory (if a player, this is a gravestone) onto the floor.
+   
+ If the defenders hp drops below 0, the defender dies, and the attacker adds the exp of the defender to their total exp for the skill which made the killing blow. The defender also drops any items from their inventory (if a player, this is a gravestone) onto the floor.
  
- ==== Indirect Damage ====
- Indirect damage functions in a similar manner to direct damage, except it changes attributes of the defender (and attacker) other than hp to the advantage of the attacker. For example, paralyzing attacks stop movement, confusing attacks scramble movement and actions and life stealing provides hp to the attacker. The following attack_types have indirect damage properties
+ If a player dies, the character loses 20% of their experience (in all categories) and a random primary stat decreases by 1. At low levels, the stat loss is bad news, while it is the experience loss that really hurts at those high levels. You may still regain lost stats (up to your natural limit) by drinking potions of life. Certain gods restore lost stats if you meet certain conditions while praying on their alter.
  
- [[attack_types:Paralyze]]
- [[attack_types:Slow]]
- [[attack_types:Confuse]]
- [[attack_types:Blind]]
- [[attack_types:Poison]]
- [[attack_types:Life Stealing]]
- [[attack_types:Drain]]
- [[attack_types:Depletion]]
  
  
  ==== Technical information ====
  For information on development and technical aspects of spells: [[dev:combat|dev:combat]]


IP-Address  : 59.167.121.117
Old Revision: http://wiki.metalforge.net/doku.php/combat?rev=1382863368
New Revision: http://wiki.metalforge.net/doku.php/combat

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