AresMUSH
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Configuring FS3 Combat - Miscellaneous

This topic describes some miscellaneous combat options you can configure.

  1. Select Admin -> Setup.
  2. Edit fs3combat_misc.yml

combatant_types

Combatant types in FS3 let you specify different kinds of soldiers, pilots, aliens, etc. Each combatant type can have a different weapon, skills and armor.

Note: The “Observer” type is special and cannot be changed. The rest can be configured as you desire.

For example, this BSG config sets up a Soldier type for ground marines and a Viper type for a viper pilot. The soldier starts with a rifle and armor, and the pilot starts off piloting a Viper.

Soldier:
    weapon: Rifle
    weapon_specials: 
        - Ap
    armor: Tactical
    hitloc: Humanoid
    defense_skill: Reflexes
Viper:
    vehicle: Viper
    hitloc: Humanoid
    defense_skill: Piloting

hitloc

(Required) This controls which hit location table (from Hit Location Config) is used for this type.

Note: For combatants with vehicles, hit location is for the pilot, not the vehicle. Vehicles automatically have their own hit location table.

defense_skill

(Optional) You may override what defense skill this combatant type uses. If not specified, the system will default to the default_defense_skill specified in the Combat Skills Config.

weapon and weapon_specials

(Optional) You may give the combatant a weapon and weapon specials.

Note: For combatants with vehicles, they will select the vehicle’s default weapon if you don’t specify a combatant weapon.

armor

(Optional) You may give the combatant armor.

Note: For combatants with vehicles, armor is for the pilot, not the vehicle. Vehicles automatically have their own hit armor.

vehicle

(Optional) You may specify a vehicle type that the combatant will use.

default_type

You need to specify which of your combatant types is the default if the player doesn’t specify a value. Just set the default_type value to one of the combatant types (e.g. Soldier).

stances

You can configure what stances are available in combat and the attack/defense modifiers they convey.

Important: If you change/remove the names of any of the built-in stances, you’ll want to check the code too. Some of the stances have special effects (notably Cover and Hidden) in addition to the stance modifiers.