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| - | ====== Action Codes ====== | ||
| - | Throughout these rules you may notice alphanumeric codes tagged to pages. | ||
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| - | ===== Basic Action Code Structure ===== | ||
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| - | **C-A-XXX-SS-** | ||
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| - | * **C-** // | ||
| - | * **A-** //Action Type//: Melee, Missile, Move, Mental, Object, etc. | ||
| - | * **XXX-** //Action//: the numerical code of the specific action taken (3 digits to allow for variety of up to 999 unique actions possible) | ||
| - | * **SS** //Action Score//: the total [[rules: | ||
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| - | Above is the most basic representation of an action code. All actions, regardless of their // | ||
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| - | ==== Examples: ==== | ||
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| - | Below are some actual action codes with their meanings interpreted: | ||
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| - | **C-H-001-03-** | ||
| - | Interpretation: | ||
| - | * **C-** //Combat Action// | ||
| - | * **H-** // | ||
| - | * **001-** // | ||
| - | * **03** //The Actor has a total Action Score of 3 in this Action Type// | ||
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| - | **S-P-001-01-** | ||
| - | Interpretation: | ||
| - | * **S-** //Social Action// | ||
| - | * **P-** //Persuade Action Type// | ||
| - | * **001-** //Carouse Action, a basic attempt to be friendly and make friends// | ||
| - | * **01** //The Actor has a total Action Score of 1 in this Action Type// | ||
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| - | **R-S-001-05-** | ||
| - | Interpretation: | ||
| - | * **S-** //Research Action// | ||
| - | * **P-** //Study Action Type// | ||
| - | * **001-** //Reading, a basic attempt to read available materials to learn information// | ||
| - | * **05** //The Actor has a total Action Score of 5 in this Action Type// | ||
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| - | ===== Combat Action Code Structure ===== | ||
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| - | Combat is one of the most common ways the Basic Action Code Structure is extended to be more descriptive for specific Action Classes and Types. | ||
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| - | C-A-XXX-SS-**PPP-WWWW-L** | ||
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| - | * **C-A-XXX-SS-** //Basic Action Code block//: described in the preceding section. | ||
| - | * **PPP-** //Body Position//: the combat stance the Actor will assume during the action (3 digits to allow for variety of up to 999 unique defensive actions possible) | ||
| - | * **WWWW-** //Weapon type//: the weapon type used by the Actor (4 digits to allow for variety of up to 9999 unique weapons possible) | ||
| - | * **L** // | ||
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| - | ==== Example Usage: ==== | ||
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| - | Now let's put the above Combat Action Code Structure into use by illustrating how it might be used programmatically to determine the outcome of an attacker and a defender' | ||
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| - | - Bronan the Barbarian selects through the mobile game application user interface that he intends to punch the annoying Lunarite merchant in the nose. | ||
| - | - Behind the scenes, the game software translates the player' | ||
| - | - Interpretation: | ||
| - | - Mercatores, the NPC merchant in question, who incidentally doesn' | ||
| - | - **C-M-001-03-001-0001-0** | ||
| - | - Interpretation: | ||
| - | - **Outcome**: | ||
| - | - C-H-001-09-001-0001-1 | ||
| - | - C-M-001-03-001-0001-0 | ||
| - | - **C-** the software evaluates both codes and determines that both Actors are taking combat actions and so continues to evaluate the outcome. | ||
| - | - **H-** vs. **M-** the software evaluates these two Action Types and determines they are compatible, and so proceeds to the next block of characters after the dash. | ||
| - | - **H-001 (Punch)** vs. **M-001 (Dodge)** the software identifies the two actions and that when opposing each other, the Action Scores from the Basic Action Code should be subtracted from one another to determine the outcome (e.g. whether Bronan hit Mercatores or not.) Since Bronan' | ||
| - | - Weapon/ | ||
| - | - Location **1** vs. **0** the software evaluates the defender' | ||
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| - | ---- | ||
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| - | == Links to this page: == | ||
| - | {{backlinks> | ||
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| - | == Tags: == | ||
| - | {{tag> | ||
