Activity log for bug #56407

Date Who What changed Old value New value Message
2006-08-15 02:07:34 Jonathan Lange bug added bug
2006-08-15 02:29:56 Chris Halse Rogers description The 'hit' command should allow the player to specify * their OCV * the target * the target's DCV * the damage of their attack * the target's defenses, including * normal defence * resistant defence * possibly damage reduction * the END cost of the player's attack When this information is not specified, it should be obtained from statistics set with the 'set' command. Examples: <RAOF> hit goblin1 <joybot> goblin1 hit for 4 STUN 1 BODY (with aliases) <RAOF> def sword dmg=2d6k OCV=+1 END=3 <RAOF> def martial-strike OCV=+2 DCV=-1 dmg=+2DC <RAOF> hit goblin1 martial-strike sword <joybot> goblin1 hit for 20 STUN 10 BODY <RAOF> def sword-slash martial-strike sword <RAOF> hit goblin1 sword-slash <joybot> [[some damage data here]] <RAOF> def deathball OCV=15 dmg=10d6k <GM> hit RAOF from=goblin1 <joybot> goblin1 misses RAOF The syntax of the hit command might look like this: hit [<target>] <attack> <attack> ::= OCV=<value>, DCV=<value>, DMG=<damage> <value> ::= <integer> | <modifier> <damage> ::= <killing> | <normal> | <damage class> The 'hit' command should allow the player to specify * their OCV * the target * the target's DCV * the damage of their attack * the target's defenses, including * normal defence * resistant defence * possibly damage reduction * the END cost of the player's attack When this information is not specified, it should be obtained from statistics set with the 'set' command. If any of this information is neither specified nor set with the 'set' command, hit should calculate as much as it can, and make it clear that any results are "raw". Examples: <RAOF> hit goblin1 <joybot> goblin1 hit (by 4) for 4 STUN 1 BODY (without all target information) (without target PD/ED) <RAOF> hit goblin2 <joybot> goblin2 hit (by 1) for 12 STUN 4 BODY (RAW) (without target PD/ED or DCV) <RAOF> hit goblin3 <joybot> goblin3 hit (if DCV<=5) for 5 STUN 1 BODY (RAW) (with aliases) <RAOF> def sword dmg=2d6k OCV=+1 END=3 <RAOF> def martial-strike OCV=+2 DCV=-1 dmg=+2DC <RAOF> hit goblin1 martial-strike sword <joybot> goblin1 hit for 20 STUN 10 BODY <RAOF> def sword-slash martial-strike sword <RAOF> hit goblin1 sword-slash <joybot> [[some damage data here]] <RAOF> def deathball OCV=15 dmg=10d6k <GM> hit RAOF from=goblin1 <joybot> goblin1 misses RAOF The syntax of the hit command might look like this: hit [<target>] <attack> <attack> ::= OCV=<value>, DCV=<value>, DMG=<damage> <value> ::= <integer> | <modifier> <damage> ::= <killing> | <normal> | <damage class>
2006-08-15 02:30:14 Chris Halse Rogers joybot: status Unconfirmed Confirmed
2006-08-15 02:30:14 Chris Halse Rogers joybot: importance Untriaged Wishlist
2006-08-15 02:30:14 Chris Halse Rogers joybot: statusexplanation
2006-08-15 04:04:35 Jonathan Lange joybot: importance Wishlist High
2006-08-15 04:04:35 Jonathan Lange joybot: assignee jml-mumak
2006-08-15 12:04:07 Jonathan Lange description The 'hit' command should allow the player to specify * their OCV * the target * the target's DCV * the damage of their attack * the target's defenses, including * normal defence * resistant defence * possibly damage reduction * the END cost of the player's attack When this information is not specified, it should be obtained from statistics set with the 'set' command. If any of this information is neither specified nor set with the 'set' command, hit should calculate as much as it can, and make it clear that any results are "raw". Examples: <RAOF> hit goblin1 <joybot> goblin1 hit (by 4) for 4 STUN 1 BODY (without all target information) (without target PD/ED) <RAOF> hit goblin2 <joybot> goblin2 hit (by 1) for 12 STUN 4 BODY (RAW) (without target PD/ED or DCV) <RAOF> hit goblin3 <joybot> goblin3 hit (if DCV<=5) for 5 STUN 1 BODY (RAW) (with aliases) <RAOF> def sword dmg=2d6k OCV=+1 END=3 <RAOF> def martial-strike OCV=+2 DCV=-1 dmg=+2DC <RAOF> hit goblin1 martial-strike sword <joybot> goblin1 hit for 20 STUN 10 BODY <RAOF> def sword-slash martial-strike sword <RAOF> hit goblin1 sword-slash <joybot> [[some damage data here]] <RAOF> def deathball OCV=15 dmg=10d6k <GM> hit RAOF from=goblin1 <joybot> goblin1 misses RAOF The syntax of the hit command might look like this: hit [<target>] <attack> <attack> ::= OCV=<value>, DCV=<value>, DMG=<damage> <value> ::= <integer> | <modifier> <damage> ::= <killing> | <normal> | <damage class> The 'hit' command should allow the player to specify * their OCV * the target * the target's DCV * the damage of their attack * the target's defenses, including * normal defence * resistant defence * possibly damage reduction * the END cost of the player's attack When this information is not specified, it should be obtained from statistics set with the 'set' command. If any of this information is neither specified nor set with the 'set' command, hit should calculate as much as it can, and make it clear that any results are "raw". Examples: <RAOF> hit goblin1 <joybot> goblin1 hit (by 4) for 4 STUN 1 BODY (without target) <RAOF> hit dcv=5 <joybot> hit (by 1) for 4 STUN 1 BODY (RAW) (without all target information) (without target PD/ED) <RAOF> hit goblin2 <joybot> goblin2 hit (by 1) for 12 STUN 4 BODY (RAW) (without target PD/ED or DCV) <RAOF> hit goblin3 <joybot> goblin3 hit (if DCV<=5) for 5 STUN 1 BODY (RAW) (with aliases) <RAOF> def sword dmg=2d6k OCV=+1 END=3 <RAOF> def martial-strike OCV=+2 DCV=-1 dmg=+2DC <RAOF> hit goblin1 martial-strike sword <joybot> goblin1 hit for 20 STUN 10 BODY <RAOF> def sword-slash martial-strike sword <RAOF> hit goblin1 sword-slash <joybot> [[some damage data here]] <RAOF> def deathball OCV=15 dmg=10d6k <GM> hit RAOF from=goblin1 <joybot> goblin1 misses RAOF The syntax of the hit command might look like this: hit [<target>] <attack> <attack> ::= OCV=<value>, DCV=<value>, DMG=<damage> <value> ::= <integer> | <modifier> <damage> ::= <killing> | <normal> | <damage class>
2006-08-16 16:57:07 Victor Zambrano joybot: status Confirmed Unconfirmed
2006-08-16 16:57:29 Victor Zambrano joybot: status Unconfirmed Confirmed
2006-08-18 09:59:29 Chris Halse Rogers joybot: status Confirmed Fix Committed
2006-08-18 09:59:29 Chris Halse Rogers joybot: statusexplanation All but END and defences implemented. These don't really make sense until we have attributes (via SET) for actors
2006-08-18 12:19:11 Chris Halse Rogers joybot: status Fix Committed Fix Released
2006-08-18 12:19:11 Chris Halse Rogers joybot: statusexplanation All but END and defences implemented. These don't really make sense until we have attributes (via SET) for actors