STATUS |
- |
- |
Attributes that are not situation flags, but that are likely to change during play to track the status of the character |
skillOptions |
npc |
array of strings |
When attacking, a skill will usually be randomly selected from this list of skill names. |
spellsLearnt |
char |
array of strings |
When attacking, a skill will usually be randomly selected from this list of skill names. |
activeEffects |
all |
array of strings |
As with items, you can give the player and NPC special effects that modify incoming and outgoing attacks. |
dead |
npc |
Boolean |
True if dead. |
aggressive |
npc |
Boolean |
|
SITUATION FLAGS |
- |
- |
Attributes that are Booleans that are likely to change during play because of effects - you should not change these directly, only throygh the "flags" attribute of an effect |
asleep |
npc |
Boolean |
True if asleep. |
blinded |
all |
Boolean |
Can talk but nothing else |
stunned |
all |
Boolean |
Cannot do anything |
petrified |
all |
Boolean |
Cannot do anything |
mute |
all |
Boolean |
Cannot talk or cast spells |
befuddled |
all |
Boolean |
Cannot do anything |
immobilised |
all |
Boolean |
Cannot leave this location |
paralysed |
all |
Boolean |
Cannot do anything |
unhanded |
all |
Boolean |
No hands, so cannot attack, cast spells, pick stuff up, but can talk and go to other locations |
nullified |
all |
Boolean |
Cannot cast spells |
DESCRIPTIONS |
- |
- |
Attributes that are mostly strings, used to describe something or a situation; these are unlikely to change for a given NPC |
beast |
all |
Boolean |
Flag this as a beast. |
fey |
all |
Boolean |
Flag this as fey, such as a pixie. |
noCorpse |
npc |
Boolean |
When the thing dies, there are no remains. |
ex |
all |
string or function |
Use this for the NPCs descripotion instead of examine, to allow Quest to append tactical data. If a function, it should return the description as a string, rather than printing it itself. |
exDead |
npc |
string |
Description to use when dead. |
exAsleep |
npc |
string |
Description to use when asleep. |
msgDeath |
npc |
string |
Used when the thing dies. |
msgPoisonImmunity |
all |
string |
Used when a poisoned weapon is used and the poison is ignored. If a character has this attribute, it is taken as being immune to poison. |
allegiance |
all |
string |
Defaults to "foe". Set to "friend" to have the NPC fight with the player. You could potentially split enemies into different teams too. |
element |
npc |
string |
You can give an element, such as fire or earth, to an NPC. |
COMBAT STATS |
- |
- |
Basic stats used in combat |
damage |
npc |
string |
For an NPC, the damage done on a successful attack. This is a string in standard RPG dice notation, such as "36d+2". |
armour |
npc |
number |
For an NPC, the damage received will be reduced by this (for the player it is determined from what is worn). A value of four or five will make for a very tough monster. |
health |
all |
number |
The number of hits the character has. At zero, the character is dead. |
maxHealth |
all |
number |
The character's maximum health. Defaults to the same value as "health" if not set. |
offensiveBonus |
all |
number |
Attacks made by this character will usually get this added to the "to hit" roll; represents how skilled the character can make an attack. But see the next three attributes, as these can override this (and you can use your own types too, it all keys off the skill.type attribute). Defaults to 0. |
offensiveBonus_natural |
all |
number |
Natural attacks made by this character will usually get this added to the "to hit" roll; defaults to offensiveBonus. |
offensiveBonus_weapon |
all |
number |
Weapon attacks made by this character will usually get this added to the "to hit" roll; defaults to offensiveBonus. |
offensiveBonus_spell |
all |
number |
Spell attacks made by this character will usually get this added to the "to hit" roll; defaults to offensiveBonus. |
defensiveBonus |
all |
number |
Attacks targeting this character will usually get this taken off the "to hit" roll; represents how readily the character can dodge an incoming attack. |
defensiveBonus_natural |
all |
number |
Natural attacks made against this character will usually get this subtracted from the "to hit" roll; defaults to defensiveBonus. |
defensiveBonus_weapon |
all |
number |
Weapon attacks made against this character will usually get this subtracted from the "to hit" roll; defaults to defensiveBonus. |
defensiveBonus_spell |
all |
number |
Spell attacks made against this character will usually get this subtracted from the "to hit" roll; defaults to defensiveBonus. |
FUNCTIONS |
- |
- |
Function attributes |
modifyIncomingAttack |
all |
function |
This function is run when a character receives an attack; it could be used to make the character immune to fire, for example. Takes the attack as the parameter. |
modifyOutgoingAttack |
all |
function |
This function is run when a character makes an attack; it could be used to make the character super strong, for example. The default version sets the offensiveBonus in the attack; if you add your own, remember to do that yourself. Takes the attack as the parameter. |
getEquippedWeapon |
all |
function |
Returns the currently equipped weapon. By default it returns the NPC itself, as it is usually more convenient to put the weapon stats on the creature (and if that is done, there is no need to give the NPC the WEAPON template). For the player, if she is unarmed, it will return the special object w.weapon_unarmed for an unarmed attack. It should always return something that has the right set of attributes. |
getEquippedShield |
all |
function |
Returns the currently equipped shield, or null if there is none. |
isHostile |
npc |
function |
Returns whether the NPC is currently hostile. The default function just returns true , so all NPCs are hostile all of the time. |
getArmour |
all |
function |
Returns the value of the "armour" attribute by default, but RPG_PLAYER does it by totally armour worn and dividing by 10. Generally you will not want to set this, but you might need to use it. |
pursueToAttack |
npc |
function |
If set, an attacking NPC will potentially chase the player to adjacent locations to continue the fight (you can set it to rpg.pursueToAttack to do that). |
unillusion |
all |
function |
Runs when a spell or whatever dispels illusions |
afterAttack |
all |
function |
Runs after this NPC is the target of an attack; sent the attack object. |
afterDeath |
npc |
function |
Runs after this NPC dies; sent the attack object. |
maxNumberOfRings |
char |
number |
Maximum number of rings this character can wear. |