Martial Arts: Difference between revisions

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== List of Styles ==
== List of Styles ==
{| class="wikitable" style="width:100%;"
! style="width:50%;" | Style
! style="width:50%;" | Profession/Race
|-
| colspan="2" style="padding:0;" |
{{:Brawling}}
{{:Dwarven Brawling}}

Revision as of 21:53, 1 June 2025

Martial arts are any unarmed physical attack.

First you must check which style you are using by typing martialart or martialarts. Each martial art has its own verb associated with it, which is listed with the martialarts command.

Next you need to choose which move you wish to use. You can determine which moves you have available by typing <martial arts verb> info. Thus brawl info would give you a list of moves.

To perform a simple attack you may <martial arts verb> <target> <martial arts move>. Thus brawl bob punch would use the punch move on Bob. You also can use the move's number. Thus brawl bob 1 would also perform a punch attack on Bob.

To attack a specific location, you may add in the location to the attack. Since punch has mid and high listed as its valid locations, brawl bob punch high will perform a punch on Bob aiming for the high body parts.

Unarmed Attacks may be further advanced into a combo. This can be performed by tacking more moves onto an attack. brawl bob punch high punch high would attempt to punch bob twice upon a high body part.

Combos have a few limitations. Every move in a combo requires a limb, and a combo may only utilize up to two legs, two arms, and one other attack (classified as other). Furthermore, the total actual roundtime for the combo cannot exceed 6 seconds.

Every martial arts combo or individual separate attack receives a penalty or bonus based on the attacker's unarmed skill of up to 2 seconds longer or shorter than it normally would be. Also, an unarmed combo allows for moves less than 3 seconds to be strung together rapidly into a longer attack. Not only would a martial arts combo be able to consist of two one-second attacks and one four-second attack, but a master martial artist can even perform an attack that would normally take eight seconds in only six seconds.

Martial Arts Moves

Each marital arts move has its own own offensive bonus, damage, and possible special effects. The properties of martial arts moves are:

Number and Name: The number or name to use the move in an attack.

RT: The unmodified roundtime for the move.

Limbs: The limbs the move requires for purposes of a combo.

Valid Locations: The limbs the move requires for purposes of a combo.

Special Effects: Most moves do not have special effects, however, some martial arts moves can attempt to afflict an opponent with something more than damage. In order to do so, another roll must be made above and beyond that required to hit.

List of Styles

Style Profession/Race
Brawling All Other Races Martial Art
This martial arts stance is available to all professions and races that do not have another martial arts stance. The moves may be displayed with the brawl info command.
# Move Name RT Limbs Hit Locations Type Effect
1 Punch 3 One Arm mid, high Power
2 Jab 4 One Arm high Power
3 Throw 5 Two Arms mid Power Knockdown
4 Elbow 4 One Arm mid, high Power
5 Kick 4 One Leg low, mid Power
6 Knee 3 One Leg mid Power
7 Uppercut 5 One Arm mid, high Power
Dwarven Brawling Druim'dwer Martial Art
This martial arts stance is available to druim'dwer. The moves may be displayed with the brawl info command.
# Move Name RT Limbs Hit Locations Type Effect
1 Gutcheck 3 One Arm low, mid Power
2 Haymaker 3 One Arm high Power
3 Shouldertackle 4 Other mid Power Knockdown
4 Chomp 3 Other low, mid Power
5 Kneebash 3 One Leg low Power
6 Headbutt 3 Other mid, high Power
7 Shove 3 Two Arms mid, high Power Knockdown
8 Groinshot 2 One Arm low Power