1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. To chat with the GameOgre community, you need to have at least 100 posts. Once you have the 100 posts, post at Become A New Ogre
    Dismiss Notice

Combat System & PvP

Discussion in 'OgreMUD' started by Noche, Jan 16, 2011.

  1. Noche

    Noche Don't feed the troll! Ogre Veteran

    Messages:
    4,311
    Likes Received:
    150
    Trophy Points:
    0
    Credit:
    2,796.64
    Currently, quinn and I are experimenting with a possible combat system for OgreMUSH. This system involves various weapons, armor, and actions. I have compiled a list of commands related to the system, both admin and player.

    By descending dbref, they are:

    Flags(#284Tn)
    The following flags are available flags to set on players or combat items.

    NOTE: The combat system uses some flags for it's own use, usually no_wear and no_wield, etc on players. Please be careful when you change player's combat flags.
    Carrying:
    no_wear(#294Tn)
    parry(#293Tn)
    no_wield(#292Tn)
    no_parry(#291Tn)
    no_cover(#290Tn)
    under_cover(#289Tn)
    no_attackable(#288Tn)
    no_attack(#287Tn)
    no_conceal(#286Tn)
    no_throw(#285Tn)

    Flag: no_wear

    no_wear may be set on player or armor. Prevents player from wearing the armor.

    Flag: no_unwear

    no_unwear may be set on player or armor. Prevents player from unwearing the armor.

    parry(#293Tn)
    Flag: parry

    parry indicates that the player with it set is parrying with their weapon. Duh.

    no_wield(#292Tn)
    Flag: no_wield

    no_wield can be set on a weapon or player and will prevent the player form wielding said weapon. Does not effect armor's weapons.

    Flag: no_unwield

    no_unwield can be set on a weapon or player and will prevent the player from unwielding said weapon. Does not effect armor's weapons.

    no_parry(#291Tn)
    Flag: no_parry

    no_parry can be set on players or objects and indicates that said object or player is not capable of parrying at this time.

    Flag: no_unparry

    no_unparry prevents player from stopping their parry. Can be set on player or weaopn.

    no_cover(#290Tn)
    Flag: no_cover

    This flag may be set on players and indicates that they can not take cover.

    Flag: no_uncover

    This flag may be set on players and indicates that they can not get out from under cover. (trapped in cover)

    under_cover(#289Tn)
    Flag: under_cover

    Indicates said player has gone under some sort of cover. This will allow the player time to type a response while they are not attackable (+cover sets you no_attackable).

    no_attackable(#288Tn)
    Flag: no_attackable

    Prevents player from being attacked. Period. If someone's attacking you twinkily, set this on yourself.

    NOTE: THIS IS ANOTHER FLAG THAT MUST BE REMOVED WHEN A PLAYER IS ENTERING COMBAT OR BEING PERMENANTLY APPROVED FOR COMBAT.

    no_attack(#287Tn)
    Flag: no_attack

    Prevents player or weapon from attacking. Period. If combat goes to a rounds based system, will probably be used in that.

    NOTE: THIS IS THE FLAG THAT YOU MUST REMOVE IF YOU ARE APPROVING A PLAYER FOR COMBAT EITHER PERMENANT OR TEMPORARY. PLEASE PLEASE PLEASE DON'T FORGET TO RESET THIS FLAG IF IT IS ONLY BEING TEMPORARIALLY REMOVED!

    no_conceal(#286Tn)
    Flag: no_conceal

    no_conceal set on a player or object will prevent said player from concealing stuff. This flag is set on all types of armor since you can't conceal them.

    Flag: no_unconceal

    no_unconceal set on a player or object will prevent said player from unconcealing (and potentially useing) stuff.

    no_throw(#285Tn)
    Flag: no_throw

    Set on a player or weapon, prevents use of weapon for the +throw command.

    NOTE: THIS IS YET ANOTHER FLAG THAT MUST BE CLEARED WHEN A PLAYER IS APPROVED FOR COMBAT.

    no_wear(#294Tn)
    Flag: no_wear

    no_wear may be set on player or armor. Prevents player from wearing the armor.

    Flag: no_unwear

    no_unwear may be set on player or armor. Prevents player from unwearing the armor.

    Judges(#283Tn)
    Okay all you Judge-type people. You're probably wondering what's up with this new combat system... The big deal is the flags that are stuffed on people now. no_wear, no_wield, no_attack, etc. The only ones you need to concern yourselves with are no_attack, no_throw, no_attackable. Those three flags (+chelp combat flag <flagname>) are by default set on all players.

    Now for the fun. When you go to judge a combat, probably someone will be set no_attack, no_throw, no_attackable. So, you're going to have to use the +flag (+chelp combat commands +flag) command to set those flags off of them for the combat, THEN RE-SET THEM AT THE END OF THE COMBAT.

    Now, about approving people for combat... It's going to be a subjective thing, but if they ask to be approved and demonstrate in combat RP that they can handle themselves (have them get attacked (brawling fight) by a crazed jawa or something) without judge-intervention in a nice rounds-based-manner with +checks or +attacks where appropriate, then you remove no_attack, no_throw, no_attackable, and they can be on their merry way.

    +jreport(#282Tn)
    Syntax: +jreport[/switch] [arguments][=data]

    +Jreport is the judge-report command. It allows players to give judge-reports, and admin to view the reports. Switches are as follows:
    +jreport <who>=<why>
    Jreportinates <who> for their Judge skills with the reason <why>.
    +jreport/list
    Shows the list of who has +jreports -- total counts(ADMIN ONLY)
    +jreport/list <who>
    Detailed listing of jreports on <who> (ADMIN ONLY)
    +jreport/from
    Lists who has given how many jreports(ADMIN ONLY)
    +jreport/from <who>
    Shows what jreports <who> has given (ADMIN ONLY)

    +profile(#281Tn)
    Syntax: +profile

    Provides a combat profile of everybody who's online right now. Like +look but with two extras, IC/OOC status and if they have been through chargen yet.

    +flag(#280Tn)
    Syntax: +flag <who>=[!]<flag>

    Sets or un-sets <who>'s flag. Who may either be a player or dbref number, or object in your current location. This is MUCHO USEFUL and every judge must know how to use it! You can make it so people cannot attack (no_attack) or are not attackable (no_attackable) or various other things.

    +jset(#279Tn)
    Syntax: +jset <who>/<what>=<value>

    Set's <who>'s <what> (in combat_data) to <value>. Use with extreme caution, and only if you understand the combat system. Potential uses: Force a player to unwield their weapon/all weapons. Generally shouldn't be used.

    +wcheck(#278Tn)
    Syntax: +wcheck <type of weapon>

    Lists out all of <type of weapon> that are out there. Will list location, and faction of location as well.

    +setup(#277Tn)
    Syntax: +setup <who>

    Forcefully sets <who> up for combat. Gives them combat_data only; will not overwrite char_data or any other attributes.

    +jkill(#276Tn)
    Syntax: +jkill <player>

    Allows a judge or other admin to force a player to die. Useful for RPed combat, as well as for eliminating twinks from ICland.

    Actions(#275Tn)
    On the way that combat "turns" work front, welcome to the concept of "Actions". The way that actions work is as follows. Almost any RP command will take a certain amount of D to do. So when you say, attack someone, it takes 1D. Now *all* your stats are lowered by 1D, until such time as the rounds timer detects that you have spent a time inactive (action wise, not commands wise) and will then raise you 1D.

    This means: Those twinks who just +attack +attack +attack will get one or two shots off, then nothing (and if they do it enough will end up with negative dice and start shooting themselves). Plenty of time has been alloted to make a pose about your actions, then +attack. Note the system does not care when within the round time you take your action.

    Also keep in mind that if you need a chance to make a long good RP pose, you can +cover yourself to get out of the fight, then pose whatever you wanted to.

    As always, if someone won't behave on the system, call a Judge or me.

    +uncover(#274Tn)
    Syntax: +uncover

    Pulls you out of cover and back into the battle.

    +cover(#273Tn)
    Syntax: +cover

    Covering allows you to get out of the line of attack of your enemy's weapons. This is intended to give the good RPer some time to make a pose to enhance RP or to enhance realism of actually diveing behind cover.

    +look(#272Tn)
    Syntax: +look [<who>|here|me]

    Allows you to look at the combat stats for either some player or thing (<who> and me) or at everyone in the room in a brief format (here -- is default if not args supplied). +look should not be used to look at weapons or non-combat objects; strange things may happen if you do.

    +search(#271Tn)
    Syntax: +search <who>

    Allows you to visually (distance -- not pat down) search <who> for weapons on them. Will show you all unconcealed and any concealed weapons you can find. <who> has a chance of seeing your search while you're doing it.

    +attack(#270Tn)
    Syntax: +attack <who>

    Allows you to attack <who> with your current weapon. <who> must be in the same room as you and must be setup to use the combat system.

    +unparry(#269Tn)
    Syntax: +unparry

    Allows you to cease parrying.

    +parry(#268Tn)
    Syntax: +parry

    Allows you to begin parrying if your weapon permits it. The advantage in parrying is that you get to roll your skill in the weapon rather than dodge skill to try and avoid an attack.

    +set(#267Tn)
    Syntax: +set <setting>

    Sets your current weapon's setting to <setting>. Availible settings change from weapon to weapon, and you can see your weapon's settings by looking at it. Some weapons cannot have their setting changed.

    +last(#266Tn)
    Syntax: +next / +last

    Switches you to attack and unwield by default with your next or last weapon.

    +unconceal(#264Tn)
    Syntax: +unconceal <object>

    Allows you to try and unconceal your weapon. Those in the room have a chance of noticing it (Perception vs Dexterity).

    +conceal(#263Tn)
    Syntax: +conceal <object>

    Allows you to try and conceal your weapon. Those in the room with you have a chance (Perception vs Dexterity) to see you concealing it. After it is concealed, those who visually search you have a chance (Search vs Hide) of seeing it.

    +unwield(#262Tn)
    Syntax: +unwield [<object>]

    Unwields <object> or current weapon.

    +wield(#261Tn)
    Syntax: +wield <object>

    Wields <object>. Object must be in your inventory and unwielded. You also must have a free hand to put the weapon in.

    +unwear(#260Tn)
    Syntax: +unwear [<object>]

    Object is optionally specified, if not given you will unwear the most recently worn item. You may not remove armor when wielding a weapon.

    +wear(#259Tn)
    Syntax: +wear <object>

    Object may be specified as name or dbref. You may not be wielding a weapon when you put on armor. You may not be able to wear armor because you already have some armor on.
     
  2. Noche

    Noche Don't feed the troll! Ogre Veteran

    Messages:
    4,311
    Likes Received:
    150
    Trophy Points:
    0
    Credit:
    2,796.64
    It appears that this system isn't working correctly, so we may start one up from scratch. Suggestions?
     
  3. quinn

    quinn Starcatcher Ogre Veteran

    Messages:
    3,811
    Likes Received:
    386
    Trophy Points:
    83
    Credit:
    13,397.09
    Hmm, not really the correct place for this, but I don't know where else this thread could go..

    I think that the concept that we developed last night should work fine. :)
     
  4. Noche

    Noche Don't feed the troll! Ogre Veteran

    Messages:
    4,311
    Likes Received:
    150
    Trophy Points:
    0
    Credit:
    2,796.64
    I figured as much, but I wasn't sure if it should get dumped in the staff group or not.

    That sounds good, I hope we can get it running smoothly.
     

Share This Page