1 |
root |
1.6 |
=head1 Skills |
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=head1 Description |
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Instead of gaining experience for basically just killing monsters (and |
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disarming traps) you can also gain a variety of experience through the |
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use of skills. |
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=head1 Skill Overview |
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Skill Experience Associated Stats |
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Stat 1 Stat 2 Stat 3 |
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Achemy Mental Int Dex Wis |
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Bargaining NONE n/a n/a n/a |
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Bowyer Mental Int Dex Wis |
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Clawing Physique Str Dex n/a |
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Disarm Traps Agility Dex Int Str |
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Find Traps Mental Int Dex n/a |
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Flame Touch Physique Str Dex Int |
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Hiding Agility Dex Int n/a |
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Inscription Mental Int Dex n/a |
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Jeweler Mental Int Wis Dex |
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Jumping Physique Str Dex n/a |
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Karate Physique Str Dex n/a |
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Literacy Mental Int Wis n/a |
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Lockpicking Agility Dex Int n/a |
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Meditation NONE Int Wis Pow |
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Melee Weapons Physique Str Dex n/a |
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Missile Weapons Physique Str Dex n/a |
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Mountaineer NONE n/a n/a n/a |
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Oratory Personality Cha Int n/a |
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Praying Wisdom Wis Pow n/a |
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Punching Physique Str Dex n/a |
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Sense Curse Wisdom Pow Wis n/a |
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Sense Magic Magic Pow Int n/a |
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Set Traps Mental Int Dex Str |
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Singing Personality Cha Int n/a |
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Smithery Mental Int Str Dex |
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Stealing Agility Dex Int n/a |
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Thaumaturgy Mental Int Wis n/a |
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Throwing Physique Str Dex n/a |
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Use Magic Item NONE Pow Int n/a |
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Wizardry Magic Pow Int n/a |
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Woodsman Mental Int Dex Wis |
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root |
1.8 |
=head1 Detailed Skill Description |
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root |
1.6 |
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48 |
root |
1.8 |
Below is a more detailed description of each skills and how they are used. |
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root |
1.6 |
|
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root |
1.1 |
=head2 alchemy |
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52 |
pippijn |
1.4 |
You can identify potions, containers, and different kinds of ore and mineral, |
53 |
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mix potions and create other stuff (such as gold, weapons, deadly monsters |
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killing him/her etc.) from other ingredients using a cauldron. |
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root |
1.2 |
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I<Never, ever, do alchemy in your home or in public places!> You can |
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easily create powerful monsters that will kill you, kill you again when |
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you wake up in your savebed, kill you again... etc. |
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root |
1.1 |
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=head2 bargaining |
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62 |
pippijn |
1.4 |
ERROR: Is this true? |
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64 |
root |
1.2 |
While this skill is readied the user has added B<Cha> for purposes of |
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purchase and selling of items only. B<Cha> is never allowed to exceed 30. |
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pippijn |
1.4 |
When you are in a shop, you can use_skill bargaining to see whether that |
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shop will buy the items you want to sell at a higher price than others and |
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whether the shopkeeper likes you. Elf shopkeepers will like elf players. |
69 |
root |
1.1 |
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70 |
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=head2 bowyer |
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pippijn |
1.4 |
You can identify missile weapons and missiles such as arrows, bolts and bows. |
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One can also create special bows and arrows from other ingredients using the |
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alchemy skill and a B<workbench>. |
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root |
1.1 |
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=head2 clawing |
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78 |
root |
1.3 |
You can make a "bare-handed attack". Damage is based on the user's B<Str> |
79 |
pippijn |
1.4 |
and level. With time, one can have different claws such as fire claws or |
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electric claws. An elemental residue from the dragon guild is required. |
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root |
1.1 |
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root |
1.2 |
=head2 levitation |
83 |
root |
1.1 |
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root |
1.3 |
You can levitate (fly low) at will. Using the skill first makes you |
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root |
1.2 |
levitate, and at the second time returns you to the earth. |
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=head2 summoning |
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root |
1.3 |
You can cast spells related to the B<summoning> school of wizardry, which |
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root |
1.2 |
mostly summon monsters, bullet walls and similar things. This skill |
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may be acquired either through the use of an appropriate B<talisman> or |
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learned via a B<skill scroll>. |
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=head2 pyromancy |
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root |
1.3 |
You can cast spells related to the B<pyromancy> (fire) school of |
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root |
1.2 |
wizardry. This skill may be acquired either through the use of an |
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appropriate B<talisman> or learned via a B<skill scroll>. |
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=head2 evocation |
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102 |
root |
1.3 |
You can cast spells related to the B<evocation> (mostly cold magic) |
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root |
1.2 |
school of wizardry. This skill may be acquired either through the use of |
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an appropriate B<talisman> or learned via a B<skill scroll>. |
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=head2 sorcery |
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108 |
root |
1.3 |
You can cast spells related to the B<sorcery> (identify, town portal and |
109 |
root |
1.2 |
other meta-spells) school of wizardry. This skill may be acquired either |
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through the use of an appropriate B<talisman> or learned via a B<skill |
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scroll>. |
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root |
1.1 |
=head2 flame touch |
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root |
1.3 |
You can make a "bare-handed attack". Damage is based on the user's |
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root |
1.2 |
B<Str> and level. This is the default hand-to-hand fighting skill for the |
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root |
1.1 |
fireborn character class. |
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root |
1.2 |
=head2 hiding |
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root |
1.1 |
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pippijn |
1.5 |
You enjoy limited form of invisibility. If you attack or move too much |
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root |
1.3 |
you become visible. Right now it is possible to hidden while next to |
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root |
1.1 |
hostile monsters. Not a reasonable feature! |
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=head2 jeweler |
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pippijn |
1.4 |
You can identify amulets, rings and talismans. One can also improve magic |
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rings or enchant non-magic rings to give them stat bonuses using the alchemy |
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skill and a B<jeweler's workbench>. |
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root |
1.1 |
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=head2 jumping |
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pippijn |
1.4 |
You can "skip" over one, two or three spaces in the selected direction. |
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Distance depends on weight carried, B<Str> and B<Dex> of the user. This skill |
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may also be used as an attack. |
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root |
1.1 |
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=head2 karate |
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139 |
root |
1.3 |
You can make a "bare-handed attack". Damage is based on the user's B<Str> |
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root |
1.2 |
and level. This attack is the fastest and (at higher levels) most deadly |
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of the hand-to-hand attacks available. |
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=head2 climbing |
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145 |
pippijn |
1.4 |
Having this skill allows you to move faster through hilly areas than players |
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without this skill. |
147 |
root |
1.1 |
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=head2 literacy |
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150 |
root |
1.3 |
You can identify books and scrolls that you hold. Since scrolls are |
151 |
root |
1.1 |
currently always identified, this is not the greatest of skills. |
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153 |
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=head2 lockpicking |
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155 |
root |
1.3 |
You may "pick locks" (open doors). You need to have readied some |
156 |
root |
1.2 |
B<lockpicks> to use this skill. |
157 |
root |
1.1 |
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=head2 meditation |
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160 |
root |
1.2 |
Player can regain mana/hp at an accelerated rate. Player must first strip |
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off encumbering armour however. This skill is only available to the "monk" |
162 |
root |
1.1 |
character class. |
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164 |
root |
1.3 |
=head2 one handed weapons |
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root |
1.1 |
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166 |
pippijn |
1.4 |
You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>, |
167 |
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B<mace>, etc). Wield and ready the weapon by applying it and use the fire and |
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direction keys. |
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root |
1.1 |
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root |
1.3 |
=head2 two handed weapons |
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root |
1.2 |
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root |
1.3 |
You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc). |
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pippijn |
1.4 |
Wield and ready the weapon by applying it and use the fire and direction keys. |
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root |
1.2 |
|
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root |
1.3 |
=head2 missile weapons |
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root |
1.2 |
|
177 |
pippijn |
1.4 |
The user is capabale of making attacks with ranged weapons (eg bow, crossbow). |
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Fire arrows by applying a bow and using teh fire and direction keys. To fire |
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specific arrows to kill a monster that is weak against a certain arrow, mark |
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this arrow and fire. |
181 |
root |
1.1 |
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=head2 mountaineer |
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While the skill is readied, the possessor will move faster through "hilly" |
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terrain (hills, mountains, etc.) |
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root |
1.2 |
=head2 oratory |
188 |
root |
1.1 |
|
189 |
root |
1.3 |
You may "recruit" followers. Recruitees must be of lower level, and |
190 |
root |
1.1 |
unaggressive to start. Use of this skill may anger the audience. Also, |
191 |
root |
1.2 |
"special" monsters are immune to recruitment. Success depends on user's |
192 |
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B<Cha> and level. |
193 |
root |
1.1 |
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=head2 praying |
195 |
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196 |
root |
1.3 |
You are allowed to cast "cleric" spells. In addition, this skill may be |
197 |
root |
1.1 |
used to accelerate the accumulation of grace. This skill may be either |
198 |
root |
1.2 |
learned (e.g. using a B<skill scroll>) or acquired through the use of a |
199 |
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B<holy symbol>. |
200 |
root |
1.1 |
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=head2 punching |
202 |
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203 |
root |
1.3 |
You can make a "bare-handed attack". Damage is based on the user's B<Str> |
204 |
root |
1.2 |
and level. This is the most feeble of the hand-to-hand attacks. |
205 |
root |
1.1 |
|
206 |
root |
1.3 |
=head2 find traps |
207 |
root |
1.1 |
|
208 |
root |
1.3 |
You can search (more effectively) for traps. This is not a "passive" |
209 |
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skill, it must be applied in order to gain the advantage in discovering |
210 |
pippijn |
1.4 |
traps, or actively used when in vicinity of a trap. To use it, fire into |
211 |
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any direction. |
212 |
root |
1.3 |
|
213 |
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=head2 disarm |
214 |
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215 |
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You can disarm previously discovered traps (for example, with the B<find traps> skill). |
216 |
root |
1.1 |
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217 |
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=head2 sense curse |
218 |
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219 |
pippijn |
1.4 |
You can detect whether items that you hold are B<cursed> by firing in any |
220 |
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direction while this skill is readied. |
221 |
root |
1.1 |
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222 |
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=head2 sense magic |
223 |
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224 |
pippijn |
1.4 |
You can detect whether items that you hold are B<magic> by firing in any |
225 |
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direction while this skill is readied. |
226 |
root |
1.1 |
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227 |
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=head2 singing |
228 |
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229 |
root |
1.3 |
You may pacify hostile monsters with this skill. Certain kinds of |
230 |
root |
1.2 |
monsters are immune. Success depends on user level and B<Cha>. |
231 |
root |
1.1 |
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=head2 smithery |
233 |
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234 |
root |
1.3 |
You can identify arms and armour that you hold, and, with the help of a |
235 |
pippijn |
1.4 |
B<forge>, can even create weapons using the alchemy skill. |
236 |
root |
1.1 |
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=head2 stealing |
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239 |
root |
1.3 |
You can take items from the inventory of NPCs, monsters and maybe other |
240 |
root |
1.2 |
players. |
241 |
root |
1.1 |
|
242 |
root |
1.2 |
=head2 thaumathurgy |
243 |
root |
1.1 |
|
244 |
pippijn |
1.4 |
You can identify rods, wands and horns that you are holding, and, with |
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the help of a B<thaumaturgists workbench> and the alchemy skill, create |
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those things. |
247 |
root |
1.1 |
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248 |
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=head2 throwing |
249 |
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250 |
pippijn |
1.4 |
You can throw items at monsters. To do this, fire at a monster with this skill |
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readied. You can chose what to throw by marking an item, if you do not chose an |
252 |
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item, an item from your inventory is randomly picked and thrown unless the item |
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is locked. |
254 |
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ERROR: Randomly? |
256 |
root |
1.1 |
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=head2 use magic item |
258 |
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259 |
root |
1.3 |
You can use magic items like rods/wands/horns. The level of experience |
260 |
pippijn |
1.4 |
influences how powerful the spells are you can evoke from the |
261 |
root |
1.2 |
rod/wand/horn. |
262 |
root |
1.1 |
|
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=head2 woodsman |
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While the skill is readied, the possessor will move faster through |
266 |
root |
1.2 |
"wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.) |
267 |
root |
1.1 |
|
268 |
pippijn |
1.4 |
=head2 inscription |
269 |
root |
1.1 |
|
270 |
pippijn |
1.4 |
You can inscribe scrolls with a text. This is useful to create messages, |
271 |
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especially via the Imperial Post Office (IPO). |
272 |
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You can also rewrite spell scrolls with a previously known spell. B<Sp>, |
273 |
root |
1.2 |
time and an old scroll are needed. Backfire effects are possible. Only |
274 |
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available as a 'writing pen'. |
275 |
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276 |
root |
1.6 |
How to rewrite a mail scroll/books etc.: |
277 |
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278 |
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mark <name of scroll> # or use the menu |
279 |
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use_skill inscription <your message goes here> |
280 |
root |
1.2 |
|
281 |
root |
1.6 |
How to rewrite a spell scroll: |
282 |
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283 |
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mark <name of scroll> # or use the menu |
284 |
pippijn |
1.4 |
cast <spell> # prepare the spell you want to write |
285 |
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use_skill inscription # write the spell on the scroll |
286 |
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287 |
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The scroll on which you want to write has to be much lower than your inscription |
288 |
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level, otherwise you may accidentally read the scroll and cast the spell inside it. |
289 |
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If you succeed, the scroll will be a scroll of the spell you chose and your level of |
290 |
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inscription as its level. Hence, you don't need to be that level in the spell skill |
291 |
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to write higher level spellscrolls. |
292 |
root |
1.2 |
|
293 |
root |
1.6 |
Caution: Magic spell writing can be risky to one's health. There can be |
294 |
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some negative effects if one fails to write a spell scroll. The most |
295 |
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benign is that one becomes confused for a short time. Other effects are |
296 |
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more severe and can even be dangerous. |
297 |
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298 |
root |
1.2 |
=head2 spark touch |
299 |
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|
300 |
pippijn |
1.4 |
You can do a "bare-handed attack" and shock the opponent with this skill |
301 |
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readied. Attacking is done by running into the opponent. This is a unique skill |
302 |
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that can only be used by sparklings. |
303 |
root |
1.2 |
|
304 |
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=head2 shiver |
305 |
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|
306 |
pippijn |
1.4 |
You can do a "bare-handed attack" and send waves of frost to the opponent with |
307 |
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this skill readied. Attacking is done by running into the opponent. This is a |
308 |
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unique skill that can only be used by iceborns. |
309 |
root |
1.2 |
|
310 |
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=head2 acid splash |
311 |
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|
312 |
pippijn |
1.4 |
You can do a "bare-handed attack" and splash the opponent with acid using this |
313 |
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skill. Attacking is done by running into the opponent. This is a unique skill |
314 |
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that can only be used by acidborns. |
315 |
root |
1.2 |
|
316 |
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=head2 poison nail |
317 |
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318 |
pippijn |
1.4 |
TODO: Add goblins and think about the name goblin. |
319 |
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320 |
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You can do a "bare-handed attack" and inject poison into the opponent with |
321 |
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this skill readied. Attacking is done by running into the opponent. This is a |
322 |
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unique skill that can only be used by goblins. |
323 |
root |
1.2 |
|
324 |
root |
1.8 |
=head1 About experience and skills |
325 |
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|
326 |
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=head2 Associated and miscellaneous skills |
327 |
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328 |
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In Crossfire two types of skills exist; The first kind, "associated" |
329 |
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skills, are those skills which are associated with a category of |
330 |
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experience. The other kind of skill, "miscellaneous" skills, are not |
331 |
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related to any experience category. |
332 |
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|
333 |
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The main difference between these two kinds of skills is in the result |
334 |
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of their use. When associated skills are used successfully experience |
335 |
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is accrued in the experience category associated with that skill. In |
336 |
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contrast, the use of miscellaneous skills never gains the player any |
337 |
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experience regardless of the success in using it. |
338 |
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339 |
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Both miscellaneous and associated skills can fail. This means that |
340 |
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the attempt to use the skill was unsuccessful. Both miscellaneous |
341 |
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and associated skills can have certain primary stats associated with |
342 |
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them. These associated stats can help to determine if the use of a skill |
343 |
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is successful and to what degree it is successful. |
344 |
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|
345 |
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All gained experience is modified by the associated stats for that skill |
346 |
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(table skill statistics) and then the appropriate experience category |
347 |
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automatically updated as needed. |
348 |
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|
349 |
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=head2 Restrictions on skills use and gaining experience |
350 |
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351 |
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Neither a character's stats nor the character class restricts the player |
352 |
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from gaining experience in any of the experience categories. Also, there |
353 |
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are no inherent restrictions on character skill use-any player may use any |
354 |
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acquired skill. |
355 |
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|
356 |
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Average of Experienced |
357 |
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Associated Gain |
358 |
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Stats Multiplier |
359 |
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1 0.01 |
360 |
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2 0.1 |
361 |
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3 0.3 |
362 |
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4 0.5 |
363 |
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|
5 0.6 |
364 |
|
|
6 0.7 |
365 |
|
|
7 0.8 |
366 |
|
|
8 0.85 |
367 |
|
|
9 0.9 |
368 |
|
|
10 0.95 |
369 |
|
|
11 0.96 |
370 |
|
|
12 0.97 |
371 |
|
|
13 0.98 |
372 |
|
|
14 0.99 |
373 |
|
|
15 1.0 |
374 |
|
|
16 1.01 |
375 |
|
|
17 1.02 |
376 |
|
|
18 1.03 |
377 |
|
|
19 1.04 |
378 |
|
|
20 1.05 |
379 |
|
|
21 1.07 |
380 |
|
|
22 1.09 |
381 |
|
|
23 1.12 |
382 |
|
|
24 1.15 |
383 |
|
|
25 1.2 |
384 |
|
|
26 1.3 |
385 |
|
|
27 1.4 |
386 |
|
|
28 1.5 |
387 |
|
|
29 1.7 |
388 |
|
|
30 2.0 |
389 |
|
|
|
390 |
|
|
=head2 Algorithm for Experience Gain under the skills system |
391 |
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|
392 |
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|
Here we take the view that a player must "overcome an opponent" in |
393 |
|
|
order to gain experience. Examples include foes killed in combat, |
394 |
|
|
finding/disarming a trap, stealing from some being, identifying an object, |
395 |
|
|
etc. |
396 |
|
|
|
397 |
|
|
Gained experience is based primarily on the difference in levels between |
398 |
|
|
"opponents," experience point value of a "vanquished foe," the values of |
399 |
|
|
the associated stats of the skill being used and two factors that are set |
400 |
|
|
internally. (Note: If you want to know more about this, check out the |
401 |
|
|
skills_developers.doc.) |
402 |
|
|
|
403 |
|
|
Below the algorithm for experience gain is given where player "pl" has |
404 |
|
|
"vanquished" opponent "op" using skill "sk:" |
405 |
|
|
|
406 |
|
|
EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult |
407 |
|
|
|
408 |
|
|
where C<EXP(sk)> is a constant award based on the skill used, C<EXP(op)> is the |
409 |
|
|
base experience award for "op" which depends on what op is (see below), |
410 |
|
|
stat_mult is taken from table experience modification, and lvl_mult is: |
411 |
|
|
|
412 |
|
|
For C<< level(pl)> < level(op) >>: |
413 |
|
|
|
414 |
|
|
lvl_mult = FACTOR(sk) * (level(op) - level(pl)) |
415 |
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|
|
416 |
|
|
For C<< level(pl) = level(op) >>: |
417 |
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|
418 |
|
|
lvl_mult = FACTOR(sk) |
419 |
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|
|
420 |
|
|
For C<< level(pl) > level(op) >>: |
421 |
|
|
|
422 |
|
|
lvl_mult = (level(op)/level(pl)); |
423 |
|
|
|
424 |
|
|
where C<level(op)> is the level of "op," level (pl) is the level of the |
425 |
|
|
player, and C<FACTOR(sk)> is an internal factor based on the skill used by |
426 |
|
|
"pl." |
427 |
|
|
|
428 |
|
|
There are three different cases for how EXP (op) can be computed: |
429 |
|
|
|
430 |
|
|
=over 4 |
431 |
|
|
|
432 |
|
|
=item op is a living creature: EXP(op) is just the base experience award |
433 |
|
|
given in the spoiler. |
434 |
|
|
|
435 |
|
|
=item op is a trap: EXP(op) = 1/(fraction of the time which the trap is |
436 |
|
|
visible). Thus, traps which are highly visible get lower values. |
437 |
|
|
|
438 |
|
|
=item op is not a trap but is non-living: EXP(op) = internal experience |
439 |
|
|
award of the item. Also, the lvl_mult is multiplied by any magic |
440 |
|
|
enchantment on the item. |
441 |
|
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|
442 |
|
|
=back |
443 |
|
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|
444 |
|
|
=head1 How skills are used |
445 |
|
|
|
446 |
|
|
=over 4 |
447 |
|
|
|
448 |
|
|
=item B<< skills >> This command lists all the player's current known |
449 |
|
|
skills, their level of use and the associated experience category of each |
450 |
|
|
skill. |
451 |
|
|
|
452 |
|
|
=item B<< ready_skill I<skill> >> This command changes the player's current |
453 |
|
|
readied skill to <skill>. |
454 |
|
|
|
455 |
|
|
=item B<< use_skill I<skill> I<string> >> This command changes the player's |
456 |
|
|
current readied skill and then executes it in the facing direction of the |
457 |
|
|
player. Similar in action to the invoke command. |
458 |
|
|
|
459 |
|
|
=back |
460 |
|
|
|
461 |
|
|
Three player commands are related to skills use: B<ready_skill>, |
462 |
|
|
B<use_skill>, and B<skills>. Generally, a player will use a skill by first |
463 |
|
|
readying the right one, with the ready_skill command and then making a |
464 |
|
|
ranged "attack" to activate the skill; using most skills is just like |
465 |
|
|
firing a wand or a bow. In a few cases however, a skill is be used just |
466 |
|
|
by having it readied. For example, the mountaineer skill allows favorable |
467 |
|
|
movement though hilly terrain while it is readied. |
468 |
|
|
|
469 |
|
|
To change to a new skill, a player can use either the B<use_skill> or |
470 |
|
|
B<ready_skill> commands, but note that the use of several common items can |
471 |
|
|
automatically change the player's current skill too. Examples of this |
472 |
|
|
include readying a bow (which will cause the code to make the player's |
473 |
|
|
current skill missile_weapons) or readying a melee weapon (current skill |
474 |
|
|
auto-matically becomes melee weapons). Also, some player actions can cause |
475 |
|
|
a change in the current skill. Running into a monster while you have a |
476 |
|
|
readied weapon in your inventory causes the code to automatically make our |
477 |
|
|
current skill melee weapons. As another example of this-casting a spell |
478 |
|
|
will cause the code to switch the current skill to wizardry or praying (as |
479 |
|
|
appropriate to the spell type). |
480 |
|
|
|
481 |
|
|
It is not possible to use more than one skill at a time. |
482 |
|
|
|
483 |
|
|
=head2 Acquiring skills |
484 |
|
|
|
485 |
|
|
Skills may be gained in two ways. In the first, new skills may |
486 |
|
|
learned. This is done by reading a B<skill scroll> and the process is very |
487 |
|
|
similar to learning a spell. Just as in attempts to learn incantations, |
488 |
|
|
success in learning skills is dependent on a random test based on the |
489 |
|
|
learner's INT. Using your INT stat, look in the learn% column in table |
490 |
|
|
primary stat effects to find your % chance of learning a skill. Once you |
491 |
|
|
hit 100%, you will always be successfull in learning new skills. |
492 |
|
|
|
493 |
|
|
The acquisition of a skill tool will also allow the player to use a new |
494 |
|
|
skill. An example of a skill tool is "lockpicks" lockpicks (which allow |
495 |
|
|
the player to pick door locks). The player merely applies the skill tool |
496 |
|
|
in order to gain use of the new skill. If the tool is unapplied, the |
497 |
|
|
player loses the use of the skill associated with the tool. |
498 |
|
|
|
499 |
|
|
After a new skill is gained (either learned or if player has an applied |
500 |
|
|
skill tool) it will appear on the player's skill roster (use the 'skills |
501 |
|
|
command to view its status). If the new skill is an associated skill, |
502 |
|
|
then it will automatically be gained at the player's current level in the |
503 |
|
|
appropriate experience category. |
504 |
|
|
|
505 |
|
|
For example, Stilco the Wraith, who is 5th level in agility, buys a set of |
506 |
|
|
lockpicks and applies them. He may now use the skill lockpicking at 5th |
507 |
|
|
level of ability since that is an agility associated skill. |
508 |
|
|
|
509 |
root |
1.6 |
=head1 Authors |
510 |
|
|
|
511 |
|
|
Parts of this document were originally compiled, edited, and written by |
512 |
|
|
Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information |
513 |
|
|
compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander. |
514 |
|
|
|
515 |
|
|
Adapted for use by I<cfplus>, enhanced and corrected by Pippijn van |
516 |
|
|
Steenhoven and Marc A. Lehmann. |
517 |
|
|
|