/* * Function information room * Feb 7 '02 by Avelan */ #include "defs.h" inherit ROOM_OBJ; void setup(){ set_light(80); set_short("function room"); set_long("add_attack is perhaps the most important" " function of weapons. It gives the weapon an attack" " and determines how much damage the attack does and" " what skill to use with that attack.\n\nThe syntax is:\n" "add_attack(\"name\",chance,({ base, num" ", size }),\"type\",\"skill\",func);\n\n" "For example:\nadd_attack(\"slash\",90,({" " 5, 3, 10 }),\"sharp\",\"sharp\");\n\n" "Let's break this up into steps:\n1. The attack name" " - Can be anything, but please make it a sensible" " name and suggest what type of damage the weapon does.\n" "2. The attack chance - The chance that" " the attack will happen\n3. The damage" " - It consists of three number that make the damage roll." " In this case it would roll a 10 sided dice 3 times and add the result" " to the base damage of 5, ie. 5+3d10\n4. The damage type" " - This determines what type of damage does the attack do." " A sharp sword is unlikely to cause blunt damage for example.\n" "5.The skill used - This determines what skill" " to use for this attack\n6.The function" " - You could set a function that would be called when" " the attack is used. It can be a string in which" " case the function would be in this weapon or an array of two strings," " the other being the object on which to call the function and the other" " the function name to call on that object.\n\n" "Help add_attack contains additional information on this function.\n"); add_exit("back",ITEMSC+"wep_start","path"); } /* setup() */