Throwing & Jumping - Grim-/MagicAndMyths GitHub Wiki
Basic Actions: Throwing & Jumping
This mod adds two fundamental actions available to all pawns: throwing and jumping. These mechanics expand gameplay options and integrate with other systems in the mod.
Throwing
The throwing mechanic allows pawns to hurl objects at targets, creating new tactical options in both combat and utility situations.
Basic Mechanics
- Action Access: Available to all pawns through the action menu or hotkey
- Valid Throwables: Items from inventory, equipment, or objects on the ground
- Range Calculation: Based on the pawn's strength score and item weight
Special Cases
Pawns
- Pawns can be thrown also, throwing a non friendly pawn requires passing a contested strength check.
Weapons with [Throwing] Enchantment
Weapons that have the [Throwing] enchantment gain special properties when thrown:
- Deal their regular melee damage on impact
- Can be retrieved after throwing
- Maintain their enchantment effects when thrown
Potions
Throwing potions creates powerful tactical options:
- Applies the potion's effect in an Area of Effect (AoE)
- Consumes all remaining charges of the potion
- Radius depends on the specific potion
- Targeting allies or enemies depending on potion type
Special Weapons
Some weapons have unique effects when thrown, regardless of enchantments:
- Explosive damage
- Status effects
- Chain damage
- Returning properties
Artifacts
Certain artifacts are designed specifically to be thrown:
- May have unique visual effects
- Often have powerful AoE or targeted effects
- Some may be reusable, others single-use
- Special targeting requirements may apply
Strategic Applications
- Breaking obstacles from a distance
- Applying status effects without direct engagement
- Hitting enemies behind cover
- Emergency healing of allies with potions
- Triggering traps safely
Jumping
The jumping mechanic allows pawns to leap across spaces, adding vertical movement to gameplay.
Basic Mechanics
- Action Access: Available to all pawns through the action menu or hotkey
- Jump Distance: Based on the pawn's movement capability and equipment weight
- Cooldown: Jumping requires stamina and has a recovery period
Applications
- Dungeon Navigation: Cross gaps in dungeon environments
- Combat Positioning: Leap to advantageous positions
- Obstacle Bypass: Jump over traps, hazards, or barriers
- Terrain Traversal: Cross difficult terrain more efficiently
Enhancing Jump Ability
Jump capabilities can be enhanced through:
- Magic effects
- Specific equipment
- Temporary buffs
- Transformation abilities
Limitations
- Carrying capacity affects jump distance
- Health conditions may restrict jumping
- Certain status effects prevent jumping
- Some magical barriers cannot be bypassed with jumping
These mechanics integrate with other mod systems, particularly dungeon exploration and combat.