Difference between revisions of "Template:LSL Constants/Custom Damage Types"

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m (Instructions)
m (Subtly rename 104 to anti armor, it's minor edit that doesn't affect current usage by users as the constant names are suggestions for how to name them compared to the type numbers that are actually sent between objects)
 
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To make it easy for the community to recognise and re-use custom damage types here is a table [[Template:LSL_Constants/Custom_Damage_Types|that scripters can add onto]]:


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{{!}}
{{!}}
{{!}}[[User:Nexii_Malthus|Nexii Malthus]]
{{!}}[[User:Nexii_Malthus|Nexii Malthus]]
{{!}}[[User:Nexii_Malthus/Vertical_Sim|Vertical Sim]]
{{!}}[[User:Nexii_Malthus/Vertical_Sim|Vertical Sim]] / [[User:Nexii_Malthus/SLMC|SLMC]]
{{!}}-
{{!}}-
{{!}}{{LSL Const|nolink=*|DAMAGE_TYPE_REPAIR|integer|101|c=Negative damage from repairing an object or something mechanical, welding torch or wrench on a vehicle/robot/mech, etc. Positive damage can be due to mistakes, low skill or sabotage. Intended for generic healing of non-biological nature (e.g. a mechanical tank or an electrical system)}}
{{!}}{{LSL Const|nolink=*|DAMAGE_TYPE_REPAIR|integer|101|c=Negative damage from repairing an object or something mechanical, welding torch or wrench on a vehicle/robot/mech, etc. Positive damage can be due to mistakes, low skill or sabotage. Intended for generic healing of non-biological nature (e.g. a mechanical tank or an electrical system)}}
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{{!}}
{{!}}
{{!}}[[User:Nexii_Malthus|Nexii Malthus]]
{{!}}[[User:Nexii_Malthus|Nexii Malthus]]
{{!}}[[User:Nexii_Malthus/Vertical_Sim|Vertical Sim]]
{{!}}[[User:Nexii_Malthus/Vertical_Sim|Vertical Sim]] / [[User:Nexii_Malthus/SLMC|SLMC]]
{{!}}-
{{!}}-
{{!}}{{LSL Const|nolink=*|DAMAGE_TYPE_EXPLOSIVE|integer|102|c=Damage caused by an explosive blast, like a grenade}}
{{!}}{{LSL Const|nolink=*|DAMAGE_TYPE_EXPLOSIVE|integer|102|c=Damage caused by an explosive blast, like a grenade}}
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{{!}}DAMAGE_TYPE_FORCE
{{!}}DAMAGE_TYPE_FORCE
{{!}}[[User:Nexii_Malthus|Nexii Malthus]]
{{!}}[[User:Nexii_Malthus|Nexii Malthus]]
{{!}}[[User:Nexii_Malthus/Vertical_Sim|Vertical Sim]]
{{!}}[[User:Nexii_Malthus/Vertical_Sim|Vertical Sim]] / [[User:Nexii_Malthus/SLMC|SLMC]]
{{!}}-
{{!}}-
{{!}}{{LSL Const|nolink=*|DAMAGE_TYPE_CRUSHING|integer|103|c=Damage caused by crushing. Such as being crushed by water pressure. Can be nullified/reduced via diving suit}}
{{!}}{{LSL Const|nolink=*|DAMAGE_TYPE_CRUSHING|integer|103|c=Damage caused by crushing. Such as being crushed by water pressure. More of a constant type of force damage — can be nullified/reduced via diving suit}}
{{!}}{{#var:value}}
{{!}}{{#var:value}}
{{!}}{{#var:comment}}
{{!}}{{#var:comment}}
{{!}}DAMAGE_TYPE_FORCE
{{!}}DAMAGE_TYPE_FORCE
{{!}}[[User:Nexii_Malthus|Nexii Malthus]]
{{!}}[[User:Nexii_Malthus|Nexii Malthus]]
{{!}}[[User:Nexii_Malthus/Vertical_Sim|Vertical Sim]]
{{!}}[[User:Nexii_Malthus/Vertical_Sim|Vertical Sim]] / [[User:Nexii_Malthus/SLMC|SLMC]]
{{!}}-
{{!}}-
{{!}}{{LSL Const|nolink=*|DAMAGE_TYPE_ANTI_TANK|integer|104|c=Damage caused by anti-tank/anti-armor. Such as from a specialised rocket or munition}}
{{!}}{{LSL Const|nolink=*|DAMAGE_TYPE_ANTI_ARMOR|integer|104|c=Damage caused by anti-tank/anti-armor. Such as from a specialised armor piercing shell, rocket or other munition}}
{{!}}{{#var:value}}
{{!}}{{#var:value}}
{{!}}{{#var:comment}}
{{!}}{{#var:comment}}
{{!}}DAMAGE_TYPE_PIERCING
{{!}}DAMAGE_TYPE_PIERCING
{{!}}[[User:Nexii_Malthus|Nexii Malthus]]
{{!}}[[User:Nexii_Malthus|Nexii Malthus]]
{{!}}[[User:Nexii_Malthus/Vertical_Sim|Vertical Sim]]
{{!}}[[User:Nexii_Malthus/Vertical_Sim|Vertical Sim]] / [[User:Nexii_Malthus/SLMC|SLMC]]
{{!}}-
{{!}}{{LSL Const|nolink=*|DAMAGE_TYPE_SUFFOCATION|integer|105|c=Damage caused by suffocation. Usually lacking a breathable atmosphere, such as from drowning or being in the vacuum of space}}
{{!}}{{#var:value}}
{{!}}{{#var:comment}}
{{!}}
{{!}}[[User:Nexii_Malthus|Nexii Malthus]]
{{!}}[[User:Nexii_Malthus/Vertical_Sim|Vertical Sim]] / [[User:Nexii_Malthus/SLMC|SLMC]]
{{!}}-
{{!}}-
<!-- Nexii Malthus 100–199 -->
<!-- Nexii Malthus 100–199 -->

Latest revision as of 07:51, 10 August 2024

To make it easy for the community to recognise and re-use custom damage types here is a table that scripters can add onto:

Flag Description Subtype Creator System
DAMAGE_TYPE_MEDICAL 100 Negative damage to heal a wound, damaged limb, first aid, etc. Intended for generic healing of biological nature. Positive damage would be medical malpractice Nexii Malthus Vertical Sim / SLMC
DAMAGE_TYPE_REPAIR 101 Negative damage from repairing an object or something mechanical, welding torch or wrench on a vehicle/robot/mech, etc. Positive damage can be due to mistakes, low skill or sabotage. Intended for generic healing of non-biological nature (e.g. a mechanical tank or an electrical system) Nexii Malthus Vertical Sim / SLMC
DAMAGE_TYPE_EXPLOSIVE 102 Damage caused by an explosive blast, like a grenade DAMAGE_TYPE_FORCE Nexii Malthus Vertical Sim / SLMC
DAMAGE_TYPE_CRUSHING 103 Damage caused by crushing. Such as being crushed by water pressure. More of a constant type of force damage — can be nullified/reduced via diving suit DAMAGE_TYPE_FORCE Nexii Malthus Vertical Sim / SLMC
DAMAGE_TYPE_ANTI_ARMOR 104 Damage caused by anti-tank/anti-armor. Such as from a specialised armor piercing shell, rocket or other munition DAMAGE_TYPE_PIERCING Nexii Malthus Vertical Sim / SLMC
DAMAGE_TYPE_SUFFOCATION 105 Damage caused by suffocation. Usually lacking a breathable atmosphere, such as from drowning or being in the vacuum of space Nexii Malthus Vertical Sim / SLMC

Custom damage types are in blocks of 100 per Creator and/or System to avoid overlaps.

It is recommended to use simple words for the damage type and the description should describe the intent. Someone might want to use your damage type in their scripts or it could even be used in third party HUDs that may need to describe your damage to a reader. E.g. for DAMAGE_TYPE_CRUSHING from an object named "water" you could code a PvP Reporting HUD to tell the (user) was (crushed) by (water).

The subtype column exists for custom damage types because native damage types are fairly broadly encompassing. DAMAGE_TYPE_PIERCING for example covers any type of a sharp, piercing damage: Bullet, shell, thrown knife, spear, sword, arrow, etc. Rather than say for example bullets vs armor-piercing bullets -- the damage types in a community exist across many genres and themes.

This is why subtypes help explore deeper branches of damage types that might be necessary and also helps health/armor systems generalise custom types (for resistances or weaknesses) to a common damage type, while allowing specialised types to have special behaviors. A hacking type of damage type could be subtype of electrical, allowing special behavior to interfere with the avatar, damageable equipment or vehicle such as temporarily shutting down or changing Foe/Friend, etc.

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