Difference between revisions of "Template:LSL Constants/Custom Damage Types"
(Add a anti-tank type custom damage type) |
(Added optional sub-type to the table, seems pretty useful; Move docs to sub page) |
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! title="Value" {{!}} | ! title="Value" {{!}} | ||
! class="unsortable" {{!}} Description | ! class="unsortable" {{!}} Description | ||
! {{!}} Subtype <!-- (Optional) If the damage type is a sub-type of another, mostly the linden defaults --> | |||
! {{!}} Creator <!-- Creator and generally the technical contact to refer to, especially if you need to contact them for details regarding the damage type if the System page/site isn't clear --> | ! {{!}} Creator <!-- Creator and generally the technical contact to refer to, especially if you need to contact them for details regarding the damage type if the System page/site isn't clear --> | ||
! {{!}} System <!-- The brand, combat or game system it relates to if applicable, otherwise leave empty. This can also link to technical documentation of your system either on this wiki or an external website, for example for my project Vertical Sim per the wiki best practices I would have to add it under my user page at https://wiki.secondlife.com/wiki/User:Nexii_Malthus/Vertical_Sim to avoid polluting the global namespace, the link would look like: [[User:Nexii_Malthus/Vertical_Sim|Vertical Sim]] --> | ! {{!}} System <!-- The brand, combat or game system it relates to if applicable, otherwise leave empty. This can also link to technical documentation of your system either on this wiki or an external website, for example for my project Vertical Sim per the wiki best practices I would have to add it under my user page at https://wiki.secondlife.com/wiki/User:Nexii_Malthus/Vertical_Sim to avoid polluting the global namespace, the link would look like: [[User:Nexii_Malthus/Vertical_Sim|Vertical Sim]] --> | ||
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<!-- Linden Defaults are 00-99 --> | <!-- Linden Defaults are 00-99 --> | ||
<!-- Example #00-#99 --> | |||
<!-- | |||
{{!}}{{LSL Const|nolink=*|DAMAGE_TYPE_FANCY|integer|#00|c=Damage caused by fancypants. Such as from fancypants thrower}} | |||
{{!}}{{#var:value}} | |||
{{!}}{{#var:comment}} | |||
{{!}}DAMAGE_TYPE_EMOTIONAL | |||
{{!}}[[User:Username|Username]] | |||
{{!}}[[User:Username/Custom_System|Custom System]] | |||
{{!}}- | |||
--> | |||
<!-- Example #00–#99 --> | |||
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{{!}}{{#var:value}} | {{!}}{{#var:value}} | ||
{{!}}{{#var:comment}} | {{!}}{{#var:comment}} | ||
{{!}}Nexii Malthus | {{!}} | ||
{{!}}Vertical Sim | {{!}}[[User:Nexii_Malthus|Nexii Malthus]] | ||
{{!}}[[User:Nexii_Malthus/Vertical_Sim|Vertical Sim]] | |||
{{!}}- | {{!}}- | ||
{{!}}{{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)}} | ||
{{!}}{{#var:value}} | {{!}}{{#var:value}} | ||
{{!}}{{#var:comment}} | {{!}}{{#var:comment}} | ||
{{!}}Nexii Malthus | {{!}} | ||
{{!}}Vertical Sim | {{!}}[[User:Nexii_Malthus|Nexii Malthus]] | ||
{{!}}[[User:Nexii_Malthus/Vertical_Sim|Vertical Sim]] | |||
{{!}}- | {{!}}- | ||
{{!}}{{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}} | ||
{{!}}{{#var:value}} | {{!}}{{#var:value}} | ||
{{!}}{{#var:comment}} | {{!}}{{#var:comment}} | ||
{{!}}Nexii Malthus | {{!}}DAMAGE_TYPE_FORCE | ||
{{!}}Vertical Sim | {{!}}[[User:Nexii_Malthus|Nexii Malthus]] | ||
{{!}}[[User:Nexii_Malthus/Vertical_Sim|Vertical Sim]] | |||
{{!}}- | {{!}}- | ||
{{!}}{{LSL Const|nolink=*|DAMAGE_TYPE_CRUSHING|integer|103|c=Damage caused by crushing. Such as being crushed by water pressure | {{!}}{{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}} | ||
{{!}}{{#var:value}} | {{!}}{{#var:value}} | ||
{{!}}{{#var:comment}} | {{!}}{{#var:comment}} | ||
{{!}}Nexii Malthus | {{!}}DAMAGE_TYPE_FORCE | ||
{{!}}Vertical Sim | {{!}}[[User:Nexii_Malthus|Nexii Malthus]] | ||
{{!}}[[User:Nexii_Malthus/Vertical_Sim|Vertical Sim]] | |||
{{!}}- | {{!}}- | ||
{{!}}{{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_TANK|integer|104|c=Damage caused by anti-tank/anti-armor. Such as from a specialised rocket or munition}} | ||
{{!}}{{#var:value}} | {{!}}{{#var:value}} | ||
{{!}}{{#var:comment}} | {{!}}{{#var:comment}} | ||
{{!}}Nexii Malthus | {{!}}DAMAGE_TYPE_PIERCING | ||
{{!}}Vertical Sim | {{!}}[[User:Nexii_Malthus|Nexii Malthus]] | ||
{{!}}[[User:Nexii_Malthus/Vertical_Sim|Vertical Sim]] | |||
{{!}}- | {{!}}- | ||
<!-- Nexii Malthus 100–199 --> | <!-- Nexii Malthus 100–199 --> | ||
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<!-- You #00–#99 — If you want to add a custom set of types, to avoid overlaps reserve a #00-#99 range block as creator, see my example above and copy the block down below and increment the range by 100 --> | <!-- You #00–#99 — If you want to add a custom set of types, to avoid overlaps reserve a #00-#99 range block as creator, see my example above and copy the block down below and increment the range by 100 --> | ||
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</div></div> | </div></div> | ||
<noinclude>{{documentation|Template:LSL_Constants/Custom_Damage_Types/doc|heading=}}</noinclude> | |||
Revision as of 17:29, 31 July 2024
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 | |
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 | |
DAMAGE_TYPE_EXPLOSIVE | 102 | Damage caused by an explosive blast, like a grenade | DAMAGE_TYPE_FORCE | Nexii Malthus | Vertical Sim |
DAMAGE_TYPE_CRUSHING | 103 | Damage caused by crushing. Such as being crushed by water pressure. Can be nullified/reduced via diving suit | DAMAGE_TYPE_FORCE | Nexii Malthus | Vertical Sim |
DAMAGE_TYPE_ANTI_TANK | 104 | Damage caused by anti-tank/anti-armor. Such as from a specialised rocket or munition | DAMAGE_TYPE_PIERCING | Nexii Malthus | Vertical Sim |
Note to editors: Please don't categorize this template by editing it directly. Instead, place the category in its documentation page, in its "includeonly" section.
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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