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| .:. combat |
Combat is turn based. Fighters take turns, and on your turn you choose one action. When someone attacks you, you get a chance to defend. If you take too long, the game picks an action for you. You can fight NPCs as well as other players, and they will fight back. Fighting another player is covered by policy PK. Syntax: > slash <target> [aim] > thrust <target> [aim] > unarmed <target> [aim] Attack. The command names the kind of blow, and the game picks one of your known forms of that kind. The optional aim is head, body (or torso, chest), a side and limb such as right_arm, left_hand, left_leg or right_foot, or the name of a bodypart, which you can shorten. Use an underscore in place of a space. > parry [attacker] > dodge [attacker] Defend against the person attacking you. When you are defending, you can leave the name off. You have to deal with that attack before you can turn on anyone else. > pass Skip your turn. wait and flourish currently do the same thing. > flee Try to get away from the fight. See help flee. > turn get <object> Plain get is blocked while you fight. This spends your turn picking up one loose object from the room. Settings: > autocombat Lets the game choose your attacks and defenses for you. > aggressiveness <mode> Sets how boldly you fight, from defensive to reckless. > fthru <practice/normal/extreme> Sets how hard you swing. > wimpy <hit points> Makes you try to flee when your hit points drop below that number. > subdue Toggles whether a deadly blow against another player knocks them out instead of killing them. > combat speed <number> Sets how many seconds you get to act on your turn. Very short times are refused. Example: > slash Sabin right_hand Aiming at an area like right_hand makes the game pick a part within it, such as the hand or a finger. The attack line names the part it picked. If the game tells you your motions feel predictable, you have been repeating the same kind of blow. Mix it up. You can add your own description to an attack with a colon, see help combat descriptions. See also: Autocombat, Aggressiveness, Followthru, Wimpy, Subdue, AutoRewield |
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