Damage outputting BB Codes

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Damage outputting BB Codes

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by Daedalus March 24th, 2015, 10:37 pm
Custon spell damage: {spirit: 40, skill: 40, mod: 6, cuslevel: 6, damage: 6}
Custom attack damage: {strength: 64, mod: 5, bonus: 1.5, weapon: 25, damage: 6}
Breath weapon damage: {spirit: 45, skill: 40, mod: 6} {spirit: 45, skill: 40, mod: 6}
Physical attack damage: {strength: 53, mod: 6, weapon: 24}
Spell damage:

The above was generated like this:
Code: Select all
Custon spell damage: [cusspell=name]{spirit: 40, skill: 40, mod: 6, cuslevel: 6, damage: 6}[/cusspell] Custom attack damage: [cusattk=name]{strength: 64, mod: 5, bonus: 1.5, weapon: 25, damage: 6}[/cusattk] Breath weapon damage: [breathwep=name]{spirit: 45, skill: 40, mod: 6}[/breathwep] Physical attack damage: [physattk=name]{strength: 53, mod: 6, weapon: 24}[/physattk] Spell damage: [spell=name]{spirit: 45, skill: 40, mod: 5, spell: 8}[/spell]
All damage property names must be lower case. Since name is not a property, it may be any case, with the rules written below in mind.

Remember, name goes after the equal sign and before the first closing right bracket, as given in example above, as well as outlined specifically below:
Code: Select all
[cusspell=somename_goeshere]{spirit: 40, skill: 40, mod: 6, cuslevel: 6, damage: 6}[/cusspell] ^ - name goes here and only here
Custom spell damage:
Name: name of move, can only contain letters, numbers and underscores(_), must be unique
Spirit: your spirit bonus(can be improved by relevant feats)
Skill: Your relevant magic school skill level
Mod: The base damage modifier, as in the one that is improved by feats like Improved Magical Damage
cuslevel: the level of the custom spell
damage: the damage mod of the custom spell

Custom attack damage:
Name: name of move, can only contain letters, numbers and underscores(_), must be unique
Strength: your strength bonus(can be improved by relevant feats)
Mod: your base damage mod, as in the one that is improved by feats like Improved Physical Damage
Bonus: any bonuses to the base damage. Example: Giant 3 gives a 50% bonus to physical attacks, so convert that to decimal and you have your bonus(1.5). Not required, can be left out.
Weapon: weapon damage mod
Damage: damage mod of custom

Breath weapon damage:
Name: name of move, can only contain letters, numbers and underscores(_), must be unique
Spirit: spirit bonus(can be improved by relevant feats)
Skill: breath weapon skill level
Mod: base damage mod, as in the one that is improved by feats like Improved Magical Damage

Physical attack damage:
Name: name of move, can only contain letters, numbers and underscores(_), must be unique
Strength: strength bonus(can be improved by relevant feats)
Mod: your base damage mod, as in the one that is improved by feats like Improved Physical Damage
Weapon: Weapon damage modifier

Spell Damage:
Name: name of move, can only contain letters, numbers and underscores(_), must be unique
Spirit: spirit bonus(can be improved by relevant feats)
Skill: Your relevant magic school skill level
Mod: base damage mod, as in the one that is improved by feats like Improved Magical Damage
Spell: Spell modifier
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