Difference between revisions of "Combat"

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(Mantles and Status)
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*REQUIRES a loaded mantle.
 
*REQUIRES a loaded mantle.
 +
 +
'''+scan'''
 +
 +
* shows a brief summary of the combat status of other people in the room
 +
* breaks awfully if anyone who's not using the new combat system is around
 +
 
===Attacks and Defenses===
 
===Attacks and Defenses===
 
====+attack <target>=<#>/<Type>:<Description or Title>====
 
====+attack <target>=<#>/<Type>:<Description or Title>====

Revision as of 04:02, 6 May 2018

Welcome to the new News Combat file!


If you have questions, concerns, find bugs or whatever, feel free to send a +request/csys in and someone is going to tend to it ASAP. Please note those are not anonymous.

Syntax: +request/csys <title>=<text>


MCM AGE Core Combat System Commands

Bumper Cars Beta Edition

Preface & FAQ

This document is intended To answer all mechanical questions about the AGE Core system. Users of the system are expected to read this. Most common and expected issues will be answered below, and at some points the (joking) penalties for having the problems will also be laid out.

FAQ 1: How Do I Get A Mantle?

The current system comes pre-packaged with 13 "mantles", pre-generated stat sets that are fully featured demo bits for combat testing.


To see the list of all the available mantles, use the command:

+mantle/claim

This will show you a list of available mantles, not sorted in any particular way. Each has both an ID (4 numbers, 63xx) and a Name.

Claim one from the list with

+mantle/claim <ID or Name>

And it will be added to your list. Next, use

+mantle

To check all of the mantles you have available to you, both native and claimed, and use

+mantle #

To select a mantle to load. To prepare yourself for battle, use

+reset


THIS WILL BE THE MOST COMMON ERROR OR MISTAKE PLAYERS ENCOUNTER. IF YOU GET THE ERROR "-=<COMBAT>=- ERROR: Your Mantle is not set." THIS IS THE PROBLEM AND YOU SKIPPED A STEP.

>>IF SOMEONE ASKS THIS SPECIFIC QUESTION AND YOU ANSWER IT, YOU ARE CONTRIBUTING TO ILLITERACY!!!<<

FAQ 2: Can I Have Multiple Mantles?

Yes! Through the above, you can go through claiming many mantles, using +mantle # and +reset to set and load them onto your character. +reset will re-load and pull anew whatever you have it pointed at.

Beta Documentation

This page is currently a placeholder during our Open Beta period, and so some of our documentation is being kept externally.

To see what the Archetypes and Quirks currently being used by our test Mantles actually mean and do, check the Archetypes and Quirks document

To see a quick explanation of currently existing combat terms, check the temporary Combat document

CSYS COMMANDS

Mantles and Status

+mantle

  • Shows all available claimed or owned mantles.

+mantle/claim

  • Shows all mantles that are claimable off the published list

+mantle/claim <ID or Name>

  • Claims a mantle from the published list.

+mantle/release <ID or Name>

  • Removes a claimed mantle.
  • This is 'your' mantle ID (through +mantle), not the one off the +mantle/claim list

+reset

  • Among many other things, readies whatever mantle you have selected through +mantle for combat.

+stats OR +sheet

  • Shows you your combat state.
  • REQUIRES a loaded mantle.

+scan

  • shows a brief summary of the combat status of other people in the room
  • breaks awfully if anyone who's not using the new combat system is around

Attacks and Defenses

+attack <target>=<#>/<Type>:<Description or Title>

Example - +attack Ein=3/d:Squirt Bottle

  • <target> is who you're swinging at. This is aimed like any other thing on the game - aliases work, as does partial matches.
  1. is the attack's Level - 1 to 5!
  • Higher level means more damage, and more cost
  • Level 1 restores 5 drive on attack.
  • Level 2 cost 10
  • Level 3 cost 30
  • Level 4 cost 50
  • Level 5 cost 70
  • Type is the Attack Type
  • Consistent (/c)
  • Gives a bonus to the attack's Precision
  • Forceful (/f)
  • Gives a bonus to the attack's Power
  • Efficient (/e)
  • The attack costs X less drive, where X is the Level.
  • Dramatic (/d)
  • The attack has a chance (based on Level) to grant Hype
  • 1's grant 0-1
  • 2's grant 1-2
  • 3's grant 1-2
  • 4's grant 2-3
  • 5's grant 3-4
  • Description or Title refers to a purely flavor thing.
  • This accepts ansi codes.
  • Has no mechanical benefit
  • Can be SKIPPED without incident.


+defend <Target>=<Type>

EXAMPLE: +defend Ein=g

  • Target works exactly like before, except you must have an attack coming at you from them.
  • Type is the Defense Type
  • Focus (=f)
  • Grants a bonus to Precision on YOUR next attack.
  • Bolster (=b)
  • Grants a bonus to Power on YOUR next attack
  • Guard (=g)
  • Grants a bonus to Endurance against the incoming attack.
  • Maneuver (=m)
  • Grants a bonus to Mitigation against the incoming attack
  • Rally (=r)
  • Recovers 5 drive. Incurs a penalty to Endurance and Mitigation against the incoming attack.

Pushes

+push/list

  • Calls up the master list of pushes available to you.

+push <name>/<value>

  • Activates a Push!
  • Requires the full name (Damage over Time, for example), and a value every time, except for pushes with just one value option.

+push <name>/<value>=<option>

  • Some pushes have options - Buff and Debuff, chiefly. This is for selection that option.