Tying

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The tying system offers the possibility to capture someone using a simple rope.

Contents

[edit] 1 How to capture someone

  • You ("captor") hold the rope in hands and use it with a char ("captive").
  • This takes a specific time, you shouldn't be interrupted while trying to capture someone (like when drinking a potion).
  • It takes normally 2-5 seconds, depending on the captive's healthpoints. But it is reduced to 2 seconds if the captive is already tied up or if he is knocked down (before "coup de grace").
  • There can be several captors but there is only one "leading".

[edit] 2 Being a captive

  • If someone tries to capture you, just disturb him (attack) or walk away.
  • You are bound to the leading captor. It uses the same script like the mule-following. (so the captor drags the captive automatically when moving away)
  • If you carry items in the hand slots when being tied up, then the items are dropped on the floor and the slots will be occupied.
  • You can do everything: talking, walking (though only 2 tiles around the leading captor), attacking (only wrestling), using - everything but tying someone else.
  • Sometimes, there might be an escape possible, then you get a message that you can break away. You do that by simply run away from all captors. You are free when you are 5 tiles away.
  • If no captor is near you (except when escaping), you have to wait a specific time before you are automatically released. It saves the current position and you are bound to it (again 2 tiles radius). That is also the case when you do a relog and no captor is near. But don't be logged out for too long, it will be logged to a file! (if the captors complain, a GM can look into that file.)
  • If you are attacked you will lose consciousness for several seconds (then you can't even talk, like being paralysed by a mage)

[edit] 3 Being a captor

  • The rope remains in the hand slots and is unmovable.
  • Use the rope again with the captive to release him.
  • The rope degrades over time and breaks in the end.
  • You can delay that time by using a new rope with the rope in your hands (with which you have tied up the captive). The new rope gets deleted but you have strengthened the knot and it will last longer.
  • By looking at the rope (left click on it) you will see its strength: strong, stable, ---, threadbare, weak
  • Depending on your perception, sometimes you will notice something strange, a possible escape attempt. Some are real, some not. Just use the rope to tighten it and thus stop the captive from escaping. But each time the rope degrades a good amount!
  • If you lose your captive and you approach him again, he will be automatically retied, if he is still tied at all.
  • Thus you can push the captive through portals, doors, ladders.
  • If you have problems with a captive, just attack him and he will be stunned for several seconds.
  • If you are the leading captor you can give your rope to another captor, then he is the leading one. To do that, just use the rope with that captor.
  • If the captive logs out, you can wait until he logs in again, then he will be automatically tied again. Or you can just use the rope to release him.
  • If you are attacked and you have too less hitpoints, you are forced to release the captive.

[edit] 4 Facts and values

Some values won't be published. There you find only ...

  • time to capture a captive (stunned): 2 seconds
  • time to capture a captive (normal): 2 - 5 seconds (depending on captive's healthpoints)
  • maximal captors: 2
  • time until a rope breaks: 2 - 20 minutes (depending on STR, DEX)
  • time added for each new rope: 2 - 10 minutes (all in all 20min is the maximum, depending on STR, DEX)
  • every 15-30 seconds (random) it checks if the captive can escape
  • chance to escape (1 captor): ... (depending on STR, DEX, AGI)
  • chance for each additional captor to prevent an escape: ... (depending on STR, DEX, AGI)
  • chance to notice an escape attempt: ... (depending on perception)
  • chance to notice a "fake" attempt: ... (depending on perception)
  • degrading for each "tightening" of the rope: 30 seconds
  • stun time for an attacked captive: 10-15 seconds (random)
  • waiting time for a captive if no captor is near: 60 seconds (that's also the time after which a logout is considered as "too long")
  • hitpoints limit to force a release when being attacked: 25%

[edit] 5 General

  • Some values depend on several attribs. The maximum difference of the captive's and captor's respective attribs is chosen.
    • Example: captor STR 15, DEX 13; captive STR 14, DEX 10; => max diff. is 3 (see both DEX values)
    • This could lead to this situation: A strong knight captures a weak though dexterous and agile thief. The knight's knot is strong and will last long, but the thief has a higher chance to escape deftly. A second captor with better DEX and AGI would be of great use.
  • The script automatically drags the captive. But it is surely more convenient for both if the captive follows manually.
  • Take care if you want to lead a captive through narrow places like doors. The script does not always find the best way for the captive. Additionally the captive can try to walk in the opposite direction and could stuck at a wall and you "lose" him. Just walk back near him, he will be automatically retied.
    • You might consider to attack him (=> stun) and push him through.
  • Remember the first rule: play cooperatively! This is mandatory for this feature to be fun for all.
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