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[[category:Nonfunctional Commands]]
 
This command is used to apply damage to yourself.
 
This command is used to apply damage to yourself.
 
Staffers can also use the command to deal damage to another character.
 
Staffers can also use the command to deal damage to another character.
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*Any armor worn will subtract its defense value, modified by [[Damage Types|damage type]], and absorb the damage instead.
 
*Any armor worn will subtract its defense value, modified by [[Damage Types|damage type]], and absorb the damage instead.
 
**If armor takes too much damage, it will break and need to be repaired.
 
**If armor takes too much damage, it will break and need to be repaired.
[[category:Non-Working Commands]][[Category: Damage and Healing]]
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[[Category: Damage and Healing]]

Revision as of 14:50, 22 February 2011

This command is used to apply damage to yourself. Staffers can also use the command to deal damage to another character.

Usage

+damage [<Target>=]<Number>[ <Type>][ to <Hit Location]

  • <Number> is the only required parameter, and must be an integer.
  • <Target> is the player that will be damaged. If omitted, the target is yourself.
  • <Type> is the damage type of the wound, which affects how much is absorbed by armor and what skills are used to treat the injury.
    • Valid Damage Types are Bashing, Cutting, Piercing, Projectile, Stun, Energy, Electric, Fire, Cold, Toxic, and Neural.
  • <Hit Location> is the area of the body being damaged. This currently has no mechanical effect, but is useful if you wish to keep track of where you've been injured.
    • Valid Hit Locations are Torso, Right Arm, Left Arm, Right Leg, Left Leg, and Head.

Examples:

  • +damage 1

You deal

  • +damage 2 Stun
  • +damage 3 to Left Arm
  • +damage 4 Cutting to Right Leg
  • +damage Testy=5 Projectile (Requires Staffer powers)

Effects

  • Damaging yourself or another character causes a wound.
  • The wound's Severity is equal to the amount of damage taken.
  • Any armor worn will subtract its defense value, modified by damage type, and absorb the damage instead.
    • If armor takes too much damage, it will break and need to be repaired.