INFO damagetypes - supported damage types DESCRIPTION Author: Leowon, last update: 960812. This is a list of damage types you can use in /std weapons and livings. Usage of these is recommended, since it'll help increase the variety in the game. Note that these types do NOT change the amount of damage done in any way, but they affect which hit messages are printed. Use: In a /std/simple_weapon, simply do set_type(); In a living, simply do add_property("damage_type", ); The damage properties currently avaliable are: NAME COMMENT & EXAMPLES --------------------------------------------------------------------- default - The 'old' type of damage message. crush - This is for crushing damage, example club, hammer. slash - For slashing damage, example sword, claws. pierce - Impale damage, example spear, stinger. chop - Chopping damage, example axe, cutlass. hand-to-hand - This is for unarmed humanoid combat, boxing style (no kicks). fire - Fire damage, example fire elemental, flaming sword. electricity - Lightning/electricity damage, example lightning bolt. cold - Cold damage, example frost dragon breath. drain - Energy drain damage, example nasty undeads. acid - Acid burns, example acidic spittle. bite - Bite attacks, mainly for monsters that have bite as their natural way of fighting (example lion, wolf). lash - Lash attacks, whip-like damage. NOTE If you code a fire-using monster, for example, it would be very nice of you to make it check if opponents have properties 'protection_fire' or 'sensitivity_fire' set before calculating damage. If this is done from now on, in time the types might start to matter more than for just what kind of hit messages are printed. If this confuses you, feel free to ask your sponsor, me, or any other admin for more help. To see exactly what the damage messages are for the different damage types, do 'more /obj/daemon/messd.c'. SEE ALSO I also want to push (very hard) for using terrain properties, so if you haven't already, do 'man terrain'.
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