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help > w > projectile
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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/
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/*
  @ 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()