From OtherSpace: Encyclopedia Galactica
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==Effects== | ==Effects== | ||
− | Damaging yourself or another character causes a [[Injuries|wound]]. | + | *Damaging yourself or another character causes a [[Injuries|wound]]. |
− | The wound's Severity is equal to the amount of damage taken. | + | *The wound's Severity is equal to the amount of damage taken. |
− | 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: Systems]][[Category: Damage and Healing]] | [[Category: Systems]][[Category: Damage and Healing]] |
Revision as of 10:44, 20 August 2010
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.