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Revision: 1.10
Committed: Fri May 18 13:49:20 2007 UTC (17 years, 1 month ago) by root
Branch: MAIN
Changes since 1.9: +3 -2 lines
Log Message:
improve docs

File Contents

# Content
1 =head1 X<tip_of_the_day>Tips of the Day
2
3 This section contains the Tips of the Day, ordered by most important to
4 least important.
5
6 =head2 Tutorial
7
8 For first time users of CF+, consider skimming through the
9 L<tutorial>. You can also access it by pressing the B<Help> button at the
10 top.
11
12 =head2 Apply and Examine Keys
13
14 The B<Spacebar> usually applies the topmost object on the ground, while
15 the B<Return> (or B<Enter>) key examines it. See L<the keyboard|the_keyboard>
16 for more keyboard mappings.
17
18 =head2 The Completer
19
20 You can type most commands by simply typing an B<abbreviation> whenever the
21 play area has the keyboard focus. See L<the keyboard|the_keyboard>
22 for more info.
23
24 =head2 The Mouse
25
26 The left mouse button usually B<examines> an item. The middle mouse
27 button usually B<applies> an item (which can mean a lot of things, such
28 as drinking, wearing, wielding and so on). The right mouse button usually
29 opens a B<menu> with further options. For example, the right-mouse-button
30 menu of the playing area gives you quick access to the playerbook and
31 autopickup, while the RMB-menu in the skills window lets you create key
32 bindings for using skills.
33
34 =head2 Autopickup
35
36 You can let your character automatically pick up stuff when you are moving
37 over a L<map space|glossary/space>: First select which items to pick up in the
38 B<Setup/Pickup> window, then enable/disable it using the right mouse
39 button menu of the playing area.
40
41 It's customary to disable autopickup in civilised areas, to reduce the
42 risk of taking an item you should not pick up.
43
44
45 =head1 X<tooltip>Tooltips
46
47 This section contains some of the tooltips of the Crossfire+ client.
48
49 =head2 X<stat_health>
50
51 B<Health points>. Measures of how much damage you can take before
52 dying. Hit points are determined from your level and are influenced by the
53 value of your Con. Hp value may range between 1 to beyond 500 and higher
54 values indicate a greater ability to withstand punishment.
55
56 =head2 X<stat_mana>
57
58 B<Spell points>. Measures of how much "fuel" you have for casting spells
59 and incantations. Mana is calculated from your level and your Pow. Mana
60 values can range between 1 to beyond 500 (glowing crystals can increase
61 the current spell points beyond your normal maximum). Higher values
62 indicate greater amounts of mana.
63
64 =head2 X<stat_grace>
65
66 B<Grace points> - how favored you are by your god. In game terms, how
67 much divine magic you can cast. Your level, Wis and Pow effect what the
68 value of grace is. Prayong on an altar of your god can increase this value
69 beyond your normal maximum. Grace can take on large positive and negative
70 values. Positive values indicate favor by the gods.
71
72 =head2 X<stat_food>
73
74 B<Food>. Ranges between 0 (starving) and 999 (satiated). At a value of
75 0 the character begins to die. Some magic can speed up or slow down the
76 character digestion. Healing wounds will speed up digestion too.
77
78 =head2 X<stat_exp>
79
80 B<Experience points and overall level> - experience is increased as a
81 reward for appropriate action (such as killing monsters) and may decrease
82 as a result of a magical attack or dying. Level is directly derived
83 from the experience value. As the level of the character increases, the
84 character becomes able to succeed at more difficult tasks. A character's
85 level starts at a value of 0 and may range up beyond 100.
86
87 =head2 X<stat_ranged>
88
89 B<Ranged attack> - how you attack when you press shift-cursor (spell,
90 skill, weapon etc).
91
92 =head2 X<stat_Str>
93
94 B<Physical Strength>, determines damage dealt with weapons, how much you
95 can carry, and how often you can attack.
96
97 =head2 X<stat_Dex>
98
99 B<Dexterity>, your physical agility. Determines chance of being hit and
100 affects armor class and speed.
101
102 =head2 X<stat_Con>
103
104 B<Constitution>, physical health and toughness. Determines how many
105 healthpoints you can have.
106
107 =head2 X<stat_Int>
108
109 B<Intelligence>, your ability to learn and use skills and incantations
110 (both prayers and magic) and determines how much spell points you can have.
111
112 =head2 X<stat_Wis>
113
114 B<Wisdom>, the ability to learn and use divine magic (prayers). Determines
115 how many grace points you can have.
116
117 =head2 X<stat_Pow>
118
119 B<Power>, your magical potential. Influences the strength of spell
120 effects, and also how much your spell and grace points increase when
121 leveling up.
122
123 =head2 X<stat_Cha>
124
125 B<Charisma>, how well you are received by NPCs. Affects buying and
126 selling prices in shops, the L<oratory|skill_description/oratory> and
127 L<singing|skill_description/singing> skills and a few other things.
128
129 =head2 X<stat_Wc>
130
131 B<Weapon Class>, effectiveness of melee/missile attacks. Lower is more
132 potent. Current weapon, level and Str are some things which effect the
133 value of Wc. The value of Wc may range between 25 and -72.
134
135 =head2 X<stat_Ac>
136
137 B<Armour Class>, how protected you are from being hit by any attack. Lower
138 values are better. Ac is based on your race and is modified by the Dex and
139 current armour worn. For characters that cannot wear armour, Ac improves
140 as their level increases.
141
142 =head2 X<stat_Dam>
143
144 B<Damage>, how much damage your melee/missile attack inflicts. Higher
145 values indicate a greater amount of damage will be inflicted with each
146 attack.
147
148 =head2 X<stat_Arm>
149
150 B<Armour>, how much damage (from physical attacks) will be subtracted from
151 successful hits made upon you. This value ranges between 0 to 99%. Current
152 armour worn primarily determines Arm value. This is the same as the
153 physical resistance.
154
155 =head2 X<stat_Spd>
156
157 B<Speed>, how fast you can move. The value of speed may range between
158 nearly 0 ("very slow") to higher than 5 ("lightning fast"). Base speed
159 is determined from the Dex and modified downward proportionally by the
160 amount of weight carried which exceeds the Max Carry limit. The armour
161 worn also sets the upper limit on speed.
162
163 =head2 X<stat_WSp>
164
165 B<Weapon Speed>, how many attacks you may make per unit of time
166 (0.120s). Higher values indicate faster attack speed. Current weapon and
167 Dex effect the value of weapon speed.
168
169 =head2 X<npc_message_entry>
170
171 Enter a message here that you want to tell the NPC and press B<return>.
172
173 Sometimes you have to tell an NPC something you cannot find out during a
174 normal conversation (such as a password). In those cases you have to use
175 this text entry. You can also enter responses manually instead of using
176 the response buttons below.
177
178 =head2 X<completer_help>The Command Completer
179
180 This is your central interface to send text commands to the server. To
181 enter a verbatim command to send to the server, just type the command,
182 followed by a space, and press return.
183
184 Typing the initial letters of words (or just any letters) displays guesses
185 for commands you might want to use.
186
187 You can use the cursor-up and cursor-down keys to select between those
188 guesses.
189
190 B<Right-Click> opens a menu where you can select further options, sich
191 as redefining key bindings.
192
193 =head2 X<charcreation_focus>
194
195 Press a key (click on the entry to make sure it has keyboard focus)
196
197
198 =head1 X<ui>User Interface Text Fragments
199
200 This section just contains some longer text fragment used by the
201 Crossfire+ client.
202
203 =head2 X<chargen_stats>Character Creation: Stats
204
205 B<Stats> are a very important aspect of your character. You can use the
206 tooltips to learn what each Stat governs.
207
208 The stats generated by the server are always sorted from Str (highest) to
209 Cha (lowest). They will be modified later by both the race and the class
210 you choose.
211
212 You can create another set of stats, swap two stat values with each other
213 or accept the stats as shown below and continue.
214
215 =head2 X<chargen_race>Character Creation: Race
216
217 You can look at another race, or accept this race (you will cycle back
218 to this race eventually, so you can take your time making this important
219 choice.
220