/*
* 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() */