attack
NAME: attack - attack an enemy and/or set the next attack move.
SYNOPSIS:
attack [<enemy>] [with <weapon>] [use <attack>] [aim [at] <target>]
DESCRIPTION: You can use 'attack' to do all of the above: Attack an <enemy>
with the <weapon> of your choice, use an <attack> to taste and
aim at your favourite <target> locations. In most cases, you can
leave most of these arguments blank and just specify those that
you want. If you leave out an argument, a suitable default is
chosen automatically. If no default can be found, 'attack' will
give you an error message.
Default values for the arguments:
<enemy> - Your current enemy. If you are not fighting,
you have to give this argument.
with <weapon> - One of the weapons you wield or unarmed. What
is used depends on your 'coptions' settings for
automatic combat and the attack you specify.
use <attack> - One of the attack maneuvers you know. What is
used depends on your 'coptions' and on the
weapon you specify.
aim <target> - Any target you can reach with the weapon/attack
combination you use.
If you specify neither 'with <weapon>' nor 'use <attack>',
weapon and attack are chosen exactly as in automatic combat, that
is according to the preferences you have set with 'coptions'.
You can use weapons and/or attacks with 'attack' that you won't
use in automatic combat. If you do so, however, it's a good idea
to specify both the weapon and the attack, since there may be no
reasonable defaults for a weapon or attack you don't use in
automatic fighting.
For 'aim', you can use any target or set of targets you may
give to the 'aim' command. Targets you set here will override
any targets set with 'aim', but only for this attack. If you give
a target you can't reach with this weapon/attack combination,
that's entirely your own problem, the system won't help you there.
If you give an 'attack' command, it is not executed immediately,
but only if your current attack is over. If you set a new attack
before this attack is done, it will overwrite the previous one.
In short: 'attack' isn't queued.
EXAMPLES: attack ugly orc - pick a fight with that huge
brute over there.
attack with sword - next attack will be with a sword
attack use overhead swing - Next attack will be an overhead
swing
attack aim at head, torso - You will try to hit head or torso
of your enemy with your next
attack.
KNOWN BUGS: - 'aim' doesn't work yet.
- A construction like 'attack hydra aim at rightmost
with dwarven use roundhouse aim at head with battleaxe
use swing' will actually deliver a roundhouse swing
with your dwarven battleaxe against the rightmost head
of the hydra. I consider it a limitation of the parser
I'm not willing to correct because it's just not worth
the bother, but maybe it's a feature after all...
- This documentation is hard to understand.
SEE ALSO: combat, coptions, aim
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