|
help > w > projectile =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Simple help file defining what the variables that can be set when making a projectile. When firing the projectile it is resisted by combat and awareness. Also see some examples in /std/item/examples/ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= /* @ void set_make_skill(string str) @ Sets what the projectile is based upon. @ Default: Combat @ Query: string query_make_skill() @end */ set_make_skill(string str) string query_make_skill() /* @ void set_size(int arg) @ Sets the size of the projectile @ Smaller less damage, bigger more damage @ Range: 1 - 5 @ Default: 1 @ Query: int query_size() @end */ set_size(int arg) int query_size() /* @ void set_damg_type(int arg) @ Sets type of damage projectile does when fired @ Default: PIERCE @ Query: int query_damage_type() @end */ set_damg_type(int arg) query_damage_type() /* @ void set_throw_cost(int arg) @ Sets what the projectile costs to fire @ Default: 0 @ Query: int query_throw_cost() @end */ set_throw_cost(int arg) query_throw_cost() /* @ void set_throw_delay(int arg) @ Sets how many rounds it takes to fire the projectile @ Default: 0 @ Query: int query_throw_delay() @end */ set_throw_delay(int arg) query_throw_delay() /* @ void set_fire_msg(string str) @ Sets the message seen when firing the projectile @ Default: No default, if none defined none is seen when fired @ Query: string query_fire_msg() @end */ set_fire_msg(string str) query_fire_msg() /* @ void set_damg_msg(string str) @ Sets the message seen when the projectile does damage @ Default: No default, if none defined none is seen when fired @ Query: string query_damg_msg() @end */ set_damg_msg(string str) query_damg_msg() /* @ void set_miss_msg(string str) @ Sets the message seen when the projectile fails firing @ Default: You miss! @ Query: string query_miss_msg() @end */ set_miss_msg(string str) query_miss_msg() /* @ void set_throw_verb(mixed str) @ Sets what action fires the projectile Multiple actoins can be defined @ Examples: set_throw_verb(({"fire","shoot"})) set_throw_verb("fire"); @ Default: throw @ Query: string *query_throw_verb() @end */ set_throw_verb(mixed str) query_throw_verb() /* @ void set_stackable(int arg) @ Sets whether there can be more than 1 of the projectile @ Values: 0 not stackable : 1 stackable @ Default: 0 @ Query: int query_stackable() @end */ set_stackable(int arg) query_stackable() /* @ void set_max_stack(int arg) @ Sets how many projectiles the projectile can stack too @ Default: 50 @ Query: int query_max_stack() @end */ set_max_stack(int arg) query_max_stack() /* @ void set_projectile_strength(int arg) @ Sets what the projectile strength. When firing a projectile the level depends on what skill the projectile is based on, and to a lesser extent its power. Especially usefull when a skill makes the projectile @ Default: 0 @ Query: int query_projectile_strength() @end */ set_projectile_strength(int arg) query_projectile_strength() /* @ void set_destruct_on_throw(int arg) @ Sets whether the projectile destructs when you fire it. If the projectile is stackable, then it adds -1 to the number of projectiles present. If not then it destructs the projectile @ Values: 0 dont destruct on throw : 1 destruct on throw @ Default: 0 @ Query: int query_destruct_on_throw() @end */ set_destruct_on_throw(int arg) query_destruct_on_throw() /* @ void add_projectile(int arg, object proj_ob) @ Sets If the projectile is stackable then it add this value to the number of projectile left. proj_ob is the projectile that the amount is to be added too. If the value is negative and the number of projectiles left is 0 then it destructs the projectile. @ Default: No default @ Query: int query_num_left() @end */ add_projectile(int arg, object proj_ob) query_num_left() |
|