Difference between revisions of "Manual:DIL Manual/meleeattack()"

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(XML import)
 
 
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<span id="bfmelee"></span>
 
<span id="bfmelee"></span>
 
  integer meleeattack ( ch : unitptr, vict : unitptr,
 
  integer meleeattack ( ch : unitptr, vict : unitptr,
                       bonus : integer, wtype : integer )
+
                       bonus : integer, wtype : integer, primary : integer)
     ch   : The character which should make an additional attack.
+
     ch     : The character which should make an additional attack.
     vict : The victim of the attack.
+
     vict   : The victim of the attack.
     bonus : Any penalty or bonus added to the attack.
+
     bonus   : Any penalty or bonus added to the attack.
     wtype : The weapon type of the attack, if a valid type then that is
+
     wtype   : The weapon type of the attack, if a valid type then that is
            used for the attack purpose, otherwise the default weapon/hand
+
              used for the attack purpose, otherwise the default weapon/hand
            attack is used.
+
              attack is used.
 +
    primary : Used to determine if we should use the primary weapon (wielded)
 +
              of offhand (held/hand attack).
  
 
     result: 'ch' performs a melee attack (using whatever weapon is wielded
 
     result: 'ch' performs a melee attack (using whatever weapon is wielded
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     If wtype is within a valid weapon range (WPN_XXX) any weapon will
 
     If wtype is within a valid weapon range (WPN_XXX) any weapon will
 
     be bypassed, and the value will be used as the attacktype. Good
 
     be bypassed, and the value will be used as the attacktype. Good
     for things like "meleeattack(ch, vict, bonus, WPN_CIRCLE_KICK)"
+
     for things like "meleeattack(ch, vict, bonus, WPN_CIRCLE_KICK, TRUE)"
 
     if you want person to be able to perform an extra attack even
 
     if you want person to be able to perform an extra attack even
 
     though wielding a weapon or something. Note that this will require
 
     though wielding a weapon or something. Note that this will require
 
     BOTH a weapon type WPN_CIRCLE_KICK and a skill "kick" in order for
 
     BOTH a weapon type WPN_CIRCLE_KICK and a skill "kick" in order for
 
     it to work.
 
     it to work.

Latest revision as of 04:51, 2 December 2023


integer meleeattack ( ch : unitptr, vict : unitptr,
                     bonus : integer, wtype : integer, primary : integer)
   ch      : The character which should make an additional attack.
   vict    : The victim of the attack.
   bonus   : Any penalty or bonus added to the attack.
   wtype   : The weapon type of the attack, if a valid type then that is
             used for the attack purpose, otherwise the default weapon/hand
             attack is used.
   primary : Used to determine if we should use the primary weapon (wielded)
             of offhand (held/hand attack).
   result: 'ch' performs a melee attack (using whatever weapon is wielded
           or his bare hands) against 'vict'. Returns the amount of damage
           given (-1 is failed).
   If wtype is within a valid weapon range (WPN_XXX) any weapon will
   be bypassed, and the value will be used as the attacktype. Good
   for things like "meleeattack(ch, vict, bonus, WPN_CIRCLE_KICK, TRUE)"
   if you want person to be able to perform an extra attack even
   though wielding a weapon or something. Note that this will require
   BOTH a weapon type WPN_CIRCLE_KICK and a skill "kick" in order for
   it to work.