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- MANEUVERS
- This scroll will assist you in the use of maneuvers, customizable
- abilities designed to narrow the focus of your weapon afflictions.
- --+--
- The Basics
- --+--
- Afflictions from your weapon attacks are dependent upon a number of
- factors. First, the attack must connect with a certain body part...you
- will not cripple someone's leg while aiming at his head. Second, you
- must either jab or swing your weapon, depending on what affliction you
- intend to cause... pinned legs do not occur from swinging, and scalping
- does not occur from jabs. Finally, a certain amount of wounding is
- required before an affliction can occur... much as we would like,
- beheadings will not usually happen on the first hit. All of this
- information is available within each affliction's individual help file.
- Without poisons, only one affliction can occur per jab or swing. This
- can sometimes lead to frustration, as exactly which affliction happens
- is somewhat random, and what you get sometimes isn't what you want.
- Maneuvers give you an extra degree of control over what type of
- afflictions you can deal out, with some restrictions.
- Maneuvers Can:
- -------------
- o Remove the possibility that you will give out an undesired affliction.
- o Work with any Swing or Jabbing action you have, including all actions
- from the Slashing and Bashing sets, Strike maneuvers with Targetting,
- and power maneuvers like Crush and Lunge.
- Maneuvers Cannot:
- ----------------
- o Cause an affliction if you cannot hit the correct body part.
- o Cause a jabbing affliction by swinging, or vice versa.
- o Bypass the need for adequate wounds.
- o Increase your accuracy.
- --+--
- Creating Maneuvers
- --+--
- MANEUVER CREATE (name)
- -This will create a maneuver for you to define. MANEUVER DROP (name) to
- undo this.
- MANEUVER DEVELOP ACTION (name) (action)
- -This will determine which action will be used by the named maneuver.
- Valid actions include STRIKE, HACK/SLICE/SWIPE/SLASH or
- SMITE/BASH/POUND/SMASH for Bonecrushers, and any specialty strikes you
- possess.
- MANEUVER DEVELOP WOUNDS (name) (affliction) (aff 2, if wanted) (aff
- 3...etc)
- -This will determine what afflictions are possible off of the named
- maneuver. You may specify any number of afflictions for a given
- maneuver. Note that the possibility of a given affliction coming up is
- better if the maneuver's wound list is small, and that the wound should
- be able to occur off of the Action determined earlier in the process.
- MANEUVER PERFORM (name) (additions)
- -This is the command used to finally perform the maneuver.
- (additions)refers to any additional input required, usually including
- the target and a body part. What needs to be typed in that portion
- depends on what action was used. For example, a WHACK maneuver
- targetting Bashara's head using STRIKE would be performed using MANEUVER
- PERFORM WHACK BASHARA HEAD. However, if it used the SMITE action, the
- form would be MANEUVER PERFORM WHACK DOWN BASHARA.
- MANEUVER DROP (name)
- -Erases a maneuver from your list.
- MANEUVER LIST
- -Shows all named maneuvers. Remember that only Maneuvers with both
- Action and Wounds defined are useful to you.
- --+--
- Sample Process
- --+--
- This may all look a little intimidating, but it's easy once you have the
- hang of it. If you're a Bonecrusher and want to, for some reason, create
- a maneuver that only causes bloody nose and broken jaw, it's a
- three-step process:
- MANEUVER CREATE SILLYNAME
- MANEUVER DEVELOP ACTION SILLYNAME STRIKE
- MANEUVER DEVELOP WOUNDS SILLYNAME BLOODYNOSE BREAKJAW
- And now you can call on the maneuver with MANEUVER PERFORM SILLYNAME
- (target) HEAD, which will output:
- You execute the Sillyname maneuver: STRIKE (target) HEAD.
- And then it will perform the attack, with only the possibility of
- causing a bloody nose or broken jaw if you connect.
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