Difference between revisions of "Combat System"
(Created page with "This game uses Faraday's FS3 skill and combat system, 2nd Edition. Basic combat commands are listed below. +combat - Views a summary of your current combat status. +combat <name> - Views someone's detailed combat status. == Joining/Leaving == +combat/all - Shows all combats going on +combat/join <combat #>/<type>(/<vehicle>) - Joins combat Type must be one of soldier, pilot, passenger observer or npcmaster Vehicle is required for passengers and pilots +combat/join <...") |
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This game uses Faraday's FS3 skill and combat system, 2nd Edition. Basic combat commands are listed below. | This game uses Faraday's FS3 skill and combat system, 2nd Edition. Basic combat commands are listed below. | ||
+combat - Views a summary of your current combat status. | == Basic Commands == | ||
+combat - Views a summary of your current combat status.<br> | |||
+combat <name> - Views someone's detailed combat status. | +combat <name> - Views someone's detailed combat status. | ||
== Joining/Leaving == | == Joining/Leaving == | ||
+combat/all - Shows all combats going on | +combat/all - Shows all combats going on | ||
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== Preparation == | == Preparation == | ||
+combat/stance <stance> - Sets stance (banzai,normal,evade,cautious,cover,outofsight) | +combat/stance <stance> - Sets stance (banzai,normal,evade,cautious,cover,outofsight)<br> | ||
+combat/weapon <weapon> - Sets weapon. | +combat/weapon <weapon> - Sets weapon.<br> | ||
+combat/armor <armor> - Sets armor. | +combat/armor <armor> - Sets armor.<br> | ||
+combat/mod <name>=<modifier, + or -> - Sets a situational modifier (not damage!). | +combat/mod <name>=<modifier, + or -> - Sets a situational modifier (not damage!).<br> | ||
+combat/lethal <name>=<modifier, + or -> - Sets a lethality modifier | +combat/lethal <name>=<modifier, + or -> - Sets a lethality modifier<br> | ||
There is a NPC version for each command that takes the NPC name, such as ''+combat/weapon <name>=<weapon>'' | There is a NPC version for each command that takes the NPC name, such as ''+combat/weapon <name>=<weapon>'' | ||
+gear/weapon - lists weapons | +gear/weapon - lists weapons<br> | ||
+gear/armor - lists armor | +gear/armor - lists armor | ||
== Action == | == Action == | ||
+combat/attack <target> | +combat/attack <target><br> | ||
+combat/attack <target>/<specials> | +combat/attack <target>/<specials> | ||
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Use commas to separate multiple special options. | Use commas to separate multiple special options. | ||
+combat/aim <target> | +combat/aim <target><br> | ||
+combat/subdue <target> | +combat/subdue <target><br> | ||
+combat/escape | +combat/escape<br> | ||
+combat/rally <target> | +combat/rally <target><br> | ||
+combat/treat <target>/<wound#> | +combat/treat <target>/<wound#><br> | ||
+combat/pass | +combat/pass | ||
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MOCK combats are for sparring, training, or mock combats where no real harm is done. | MOCK combats are for sparring, training, or mock combats where no real harm is done. | ||
+combat/spar <name> - Sets up a sparring match with your partner. | +combat/spar <name> - Sets up a sparring match with your partner.<br> | ||
+combat/stop <combat #> - Stops a combat. | +combat/stop <combat #> - Stops a combat.<br> | ||
+combat/all - Shows all combats going on | +combat/all - Shows all combats going on<br> | ||
+combat/newturn - Starts a new turn | +combat/newturn - Starts a new turn | ||
+combat/skills - Views a summary of combatant skills (organizer only) | +combat/skills - Views a summary of combatant skills (organizer only)<br> | ||
+combat/slackers - See at a glance who hasn't posed or chosen their actions. | +combat/slackers - See at a glance who hasn't posed or chosen their actions.<br> | ||
+combat/team <team#> and +combat/team <npc>=<team#> | +combat/team <team#> and +combat/team <npc>=<team#> | ||
+combat/target <name>=<target> - Forces someone to change targets | +combat/target <name>=<target> - Forces someone to change targets<br> | ||
+combat/teamtarget <team# list>=<team# list> - Sets up team targets | +combat/teamtarget <team# list>=<team# list> - Sets up team targets<br> | ||
Example: +combat/target 1 3 = 2 4 (targets teams 1 and 3 at teams 2 and 4) | Example: +combat/target 1 3 = 2 4 (targets teams 1 and 3 at teams 2 and 4) | ||
Note that this does not affect targets for teams 2 and 4 - you must set them separately | Note that this does not affect targets for teams 2 and 4 - you must set them separately | ||
This team setting is remembered from one turn to the next. | This team setting is remembered from one turn to the next. | ||
+combat/retarget - Forces all NPCs to pick new random targets based on their team targets. | +combat/retarget - Forces all NPCs to pick new random targets based on their team targets.<br> | ||
+combat/retarget <attacker=target,attacker=target,etc.> - | +combat/retarget <attacker=target,attacker=target,etc.> - | ||
NPCs on the list will pick specific targets and everyone else will pick random targets | NPCs on the list will pick specific targets and everyone else will pick random targets | ||
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after being knocked out. | after being knocked out. | ||
+combat/luck <attack, defense or initiative> - Spend a luck point this turn. | +combat/luck <attack, defense or initiative> - Spend a luck point this turn.<br> | ||
+combat/hero - Stay in the fight after a KO. | +combat/hero - Stay in the fight after a KO. | ||
== Damage == | == Damage == | ||
+damage - Views your damage. | +damage - Views your damage.<br> | ||
+damage <name> - Views someone else's damage, PC, NPC or Vehicle | +damage <name> - Views someone else's damage, PC, NPC or Vehicle<br> | ||
+damage/move <#>=<location> - Spends a luck point to move the hit location of a wound to yourself. | +damage/move <#>=<location> - Spends a luck point to move the hit location of a wound to yourself.<br> | ||
This can only be done within a few minutes after the wound. | This can only be done within a few minutes after the wound.<br> | ||
+damage/notes <name>/<#>=<notes> - Adds notes to a wound. This is appended to any old notes. | +damage/notes <name>/<#>=<notes> - Adds notes to a wound. This is appended to any old notes. | ||
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== NPCs == | == NPCs == | ||
+npcs - Shows NPCs | +npcs - Shows NPCs<br> | ||
+npc <name> - Shows a specific NPC | +npc <name> - Shows a specific NPC<br> | ||
+npc/create <name>=<skill> - Creates a NPC | +npc/create <name>=<skill> - Creates a NPC<br> | ||
+npc/delete <name> - Deletes a NPC. Only the creator or staff can do this. | +npc/delete <name> - Deletes a NPC. Only the creator or staff can do this.<br> | ||
+npc/skill <name>=<skill> - Changes a NPC's skill | +npc/skill <name>=<skill> - Changes a NPC's skill<br> | ||
+npc/notes <name>=<notes> - Adds notes to a NPC | +npc/notes <name>=<notes> - Adds notes to a NPC<br> | ||
== Ships (Vehicles) == | == Ships (Vehicles) == | ||
+vehicles - Views all vehicles | +vehicles - Views all vehicles<br> | ||
+vehicle <name> - Views a specific vehicle. | +vehicle <name> - Views a specific vehicle.<br> | ||
+vehicle/create <name>=<type> - Creates a vehicle | +vehicle/create <name>=<type> - Creates a vehicle<br> | ||
+vehicle/delete <name> - Removes a vehicle | +vehicle/delete <name> - Removes a vehicle<br> | ||
+vehicle/notes <name> - Adds notes to a vehicle. | +vehicle/notes <name> - Adds notes to a vehicle.<br> | ||
== Gear == | == Gear == |
Revision as of 07:39, 17 March 2022
This game uses Faraday's FS3 skill and combat system, 2nd Edition. Basic combat commands are listed below.
Basic Commands
+combat - Views a summary of your current combat status.
+combat <name> - Views someone's detailed combat status.
Joining/Leaving
+combat/all - Shows all combats going on
+combat/join <combat #>/<type>(/<vehicle>) - Joins combat Type must be one of soldier, pilot, passenger observer or npcmaster Vehicle is required for passengers and pilots
+combat/join <names>=<combat#>/<type>(/<vehicle>) - Joins someone else to combat. Names can be a comma-separated list. If the NPC does not already exist, it will be added to the database with a random skill level.
+combat/type <type>(/<vehicle>) - Change your type. +combat/type <name>=<type>(/<vehicle>) - Change someone else's type. Vehicle is required for passengers and pilots
+combat/leave - Leaves combat. +combat/leave <name> - Makes someone else leave combat.
Preparation
+combat/stance <stance> - Sets stance (banzai,normal,evade,cautious,cover,outofsight)
+combat/weapon <weapon> - Sets weapon.
+combat/armor <armor> - Sets armor.
+combat/mod <name>=<modifier, + or -> - Sets a situational modifier (not damage!).
+combat/lethal <name>=<modifier, + or -> - Sets a lethality modifier
There is a NPC version for each command that takes the NPC name, such as +combat/weapon <name>=<weapon>
+gear/weapon - lists weapons
+gear/armor - lists armor
Action
+combat/attack <target>
+combat/attack <target>/<specials>
Specials are optional, and can include:
- burst - Fire a short burst if the weapon is capable of it.
- called=<location> - Perform a called shot to a particular hit location.
Use //+combat/hitlocs <target>// to see a list of valid hit locations Use commas to separate multiple special options.
+combat/aim <target>
+combat/subdue <target>
+combat/escape
+combat/rally <target>
+combat/treat <target>/<wound#>
+combat/pass
There is a NPC version for each command that takes the NPC name, such as +combat/attack <name>=<target>
Organizer
+combat/start <mock or real> - Starts a combat. MOCK combats are for sparring, training, or mock combats where no real harm is done.
+combat/spar <name> - Sets up a sparring match with your partner.
+combat/stop <combat #> - Stops a combat.
+combat/all - Shows all combats going on
+combat/newturn - Starts a new turn
+combat/skills - Views a summary of combatant skills (organizer only)
+combat/slackers - See at a glance who hasn't posed or chosen their actions.
+combat/team <team#> and +combat/team <npc>=<team#>
+combat/target <name>=<target> - Forces someone to change targets
+combat/teamtarget <team# list>=<team# list> - Sets up team targets
Example: +combat/target 1 3 = 2 4 (targets teams 1 and 3 at teams 2 and 4)
Note that this does not affect targets for teams 2 and 4 - you must set them separately
This team setting is remembered from one turn to the next.
+combat/retarget - Forces all NPCs to pick new random targets based on their team targets.
+combat/retarget <attacker=target,attacker=target,etc.> -
NPCs on the list will pick specific targets and everyone else will pick random targets
+combat/randtarget <name>targets> - Spits out a list of random targets (default 1)
+combat/reaction - NPCs will pick new actions against the same targets
+combat/mod <name>=<modifier, + or -> - Sets a situational modifier (not damage!).
Luck
You can spend 1 luck point per turn on attack, defense or initiative. This effect lasts only a turn, so be sure not to waste it on something you're not going to use. You can also use luck to stay in the fight after being knocked out.
+combat/luck <attack, defense or initiative> - Spend a luck point this turn.
+combat/hero - Stay in the fight after a KO.
Damage
+damage - Views your damage.
+damage <name> - Views someone else's damage, PC, NPC or Vehicle
+damage/move <#>=<location> - Spends a luck point to move the hit location of a wound to yourself.
This can only be done within a few minutes after the wound.
+damage/notes <name>/<#>=<notes> - Adds notes to a wound. This is appended to any old notes.
+damage/scan - Looks for injured players or vehicles in your location.
You can use the +heal command to heal injuries. See their respective help files for information.
The damage display will tell you if someone is fit for duty, hospitalized or on restricted duty (or a vehicle down for repairs).
NPCs
+npcs - Shows NPCs
+npc <name> - Shows a specific NPC
+npc/create <name>=<skill> - Creates a NPC
+npc/delete <name> - Deletes a NPC. Only the creator or staff can do this.
+npc/skill <name>=<skill> - Changes a NPC's skill
+npc/notes <name>=<notes> - Adds notes to a NPC
Ships (Vehicles)
+vehicles - Views all vehicles
+vehicle <name> - Views a specific vehicle.
+vehicle/create <name>=<type> - Creates a vehicle
+vehicle/delete <name> - Removes a vehicle
+vehicle/notes <name> - Adds notes to a vehicle.
Gear
+gear/weapons - Lists weapon stats
//insert here a list of currently supported weapons//
+gear/armor - Lists armor stats
//insert here a list of currently supported weapons//
Special Rules on Atharia
- Melee is the skill for any hand-to-hand combat weapons and also for unarmed combat.
- Ranged is the skill for any attacks with ranged weapons. This includes bows, thrown weapons but also larger weapons such as catapults.
- Defense is important in FS3 Combat, as it will help you evade blows.
- The Body attribute affects how much damage you can sustain.
- During combat, +combat/treat <player> can be performed as a means of first aid, but only if the character performing the treatment has the First Aid specialty.
- During combat, +combat/treat <vehicle> can be performed as a means of quick repair, but only if the character performing the treatment has the Woodworking specialty.
- After combat, the +heal <player> command can speed up the recovery process, but Medicine is the required specialty to have.
- After combat, +heal <vehicle> will repair a damaged vehicle, it requires the specialty Woodworking. (see +help +heal).