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1.7.2 Initiating Offensive Actions
NOTE: The combat system is undergoing revision. This
page is outdated.
Offensive actions include overt the attack manuevers
+attack , +aim , +fire , and
+throw , the tactical manuever +feint, and the
readiness manuevers +wait and +target. Some
spells and psionic abilities are also coded as offensive actions.
Argo combat is handled by the system's `events manager', a
program that runs a background process that determines what actions a
player is taking, and what actions are being taken against him, and
applies these each turn. This process is your `event loop'. (The events
manager is discussed more fully in Combat
Mechanics.) If you do not have an event loop running, any offensive
action initiates one. If you do have an event loop running, an offensive
action sets props to indicate what you are doing during combat.
(Readying weapons and putting on armor also initiate event loops.)
As discussed below, almost all offensive actions require you to
designate a target. Note that the system checks to make sure the target
is valid. To be a valid target for a combat action, the target must
be:
- Either an approved Argo player or an
Argo-enabled puppet.
- Set `combat ok'.
- In the same room as you.
- If a player, not idle. The amount of time a player must be
inactive for in order to be deemed idle by the events system is
determined by the system parameter
idle_time . The
default value for idle_time is 300 seconds, or five
minutes.
+attack (syntax +attack <target >)
initiates a melee attack against <target> . If you
have a readied weapon, damage is figured from that weapon's stats. If
you do not have a readied weapon, damage is figured as bare-hand.
+aim (syntax +aim [at] <target> ) aims
a readied missle weapon at <target> . For each turn
spent aiming after the first, your chance to hit increases by 1, up to a
maximum of +5. Performing any offensive action other than fire
(including aiming at a different target) erases any accrued bonuses. You
(and no one else) will receive a notification of bonuses accrued, once
per turn. If you fire without aiming, the to-hit roll is made at -3.
(The need to aim is a moderately significant disadvantage for ranged
weapons. However, they also have offsetting advantages. Aiming increases
your chance to hit, so ranged weapons may be the most effective form of
attack against well-defended opponents. And, many opponents will be
using +parry as their defense mode; parrying is ineffective
against many ranged weapons. Finally, a player who is being
+guarded by another cannot be attacked with melee weapons
until something (bad) happens to the guarding player: ranged weapons may
be the only feasible method of neutralizing, say, a potent magic user
who is giving you and your allies great trouble.)
+fire (syntax +fire if you are aiming, or
+fire [at] <target> if you are not) fires a readied missile
weapon at <target> . If you fire after aiming, any
bonuses accrued by aiming are applied to the attack, regardless of your
skill with the weapon. If you fire after aiming, your offensive action
then reverts to aim; if you fire while not aiming, your offensive action
remains fire and you will continue to fire once per turn.
+throw (syntax +throw if you already have a
target, or +throw <target> if you do not) causes you
to throw a readied throwing weapon at your target. Unlike
+fire , you do not have to spend time aiming with thrown
weapons. After you throw a weapon, it is unreadied and will be in the
room, rather than in your inventory. Your readied weapon must be one
which can be thrown (type +list thrown weapons for a
list).
(Note: Ranged attacks are not adjusted for range, nor are distances
between combatants calculated. Technically, any player can attack any
other player in the room at any time, though of course it would be best
if players reacted to the IC logic of the situation: if Althius declares
that hes taking cover behind an overturned table and firing his bow at
two players who are unable to reach the table, his opponents should not
be able to attack him with swords and maces.
+feint (syntax +feint ) changes your attack
mode to feinting. Feinting is a tactical manuever that can increase
your chance to hit a well-defended opponent. Instead of attacking, you
fake an attack in attempt to draw your oppenent off guard. If the feint
succeeds (rolled as a contest of skills of your weapon skill vs your
opponent's weapon skill, shield skill, or Physical skill whichever
is highest), the amount by which you made your feint is applied as a
modifier to your next attack roll. Upon executing a successful feint,
your attack mode automatically switches to attack. Your next attack is
made with the feint modifier, and then your attack mode automatically
switches back to feint.
Feinting is usuful against an opponent whom you are having great
difficulty hitting. If your normal chance to hit is reasonable, feinting
is counter-productive: turns are spent feinting which otherwise would be
used for attacks.
+wait (syntax +wait ) and
+target (syntax +target <target> ) are
readiness manuevers. Wait initiates an event loop with no designated
target and with your offensive action set to 'wait'. You are not doing
anything, but you are ready. +target does the same thing,
but also designates a target. Section 1.7.10
below, Responding to Combat Events, discusses the reasons why you might
want to use these commands.
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