Hyperlink Combat System

version 1 by Philip Black

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  • Chapter: Weapons
    Making a range of interesting weapons in the game is very simple. All you need to do is add something like this to make a Revolver:
        Revolver is a kind of ranged weapon. The Description is "A Six shot [o]Revolver[x].".
        accuracy bonus of a Revolver is 2. [hanguns aren't that acurate]
        the current shots of Revolver is 6.
        the maximum shots of Revolver is 6.
        The dice number of Revolver is 2.
        The damage die of Revolver is 12.
        The Min Range of Revolver is 0. [How close they can get before you can't attack with the weapon - ideal for bows and so on]
        The Max Range of Revolver is 20. [How far away it can hit]
    Or this to make a Bow:
        Hardy Longbow is a kind of ranged weapon. The Description is "A [o]Hardy Longbow[x]. It must be reloaded every other turn.".
        accuracy bonus of a Hardy Longbow is 5. [Longbows are fairly acurate]
        the current shots of Hardy Longbow is 0.
        the maximum shots of Hardy Longbow is 1. [Longbows take time to reload]
        The dice number of Hardy Longbow is 1.
        The damage die of Hardy Longbow is 20.
        The Min Range of Hardy Longbow is 3. [How close they can get before you can't attack with the weapon - ideal for bows and so on]
        The Max Range of Hardy Longbow is 50. [How far away it can hit]
    This makes every type a weapon a trade-off against every other type and allows us a pretty realistic feel for each weapon. For example: the bow has to be loaded every turn before shooting and has a Min Range of 3, but the revolver does not. This means that if the enemy is nearer than 3 metres the player cannot use the bow to attack and must equip a different weapon! We can also add in a special script for a weapon that triggers whenever the player HITS a foe, just like in the 'Weapons - Trigun' example at the bottom of the page. In order to do that, you just need to write a Custom Weapon script for it, like so:
        Trigun is CustomWeapon.
        Custom Weapon Power for a Trigun:
            Say "Your Script goes here";
        rule succeeds.
    Adding this script to weapons will also allow you to inject scripts directly into combat the moment after the player, an ally, or a foe hits with an attack. Used with imagination, this could easily be one of the most powerful features of the extention. You can even turn it on and off by saying:
        Now Trigun is NOT CustomWeapon;