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Revision: 1.2
Committed: Thu Sep 7 21:42:52 2006 UTC (17 years, 8 months ago) by pippijn
Branch: MAIN
CVS Tags: HEAD
Changes since 1.1: +0 -0 lines
State: FILE REMOVED
Log Message:
Moved documents to doc/historic

File Contents

# Content
1 SKILLS/EXPERIENCE DOCUMENTATION for DEVELOPERS
2 ----------------------------------------------
3
4 - Summary -
5
6 0. Introduction
7
8 1. Sketch of system
9 a. Initialization - how skills and experience are linked
10
11 2. How to add new skills
12 a. creation of new skill: outline of needed steps
13
14 3. Detail of skill archetype values.
15
16 4. Skill Tools
17
18 5. Skill Scrolls
19
20 6. Other Objects
21
22 7. Workings of the Skill System
23
24 8. Changes & Limitations
25
26 -------------------------------------------------------------------------
27 0. Introduction
28 ---------------
29
30 Skills were redone to a large extent in April 2003. This document has been
31 updated to reflect how the skills work.
32
33 The main change is that experience categories were removed from the game.
34 Instead, experience goes to the skill itself. Thus. how good a player is at
35 the skills is directly proportional to how good they are at that skill, and
36 not the category itself.
37
38 1. Sketch of system
39 -------------------
40
41 In the skills/experience code, players gain experience for the activities
42 which they perform in the game ("You are what you do"). The activities a
43 player may engage in are controlled by the skills they possess. All players
44 start with a basic set of skills which they may expand through adventuring.
45 While monsters do not gain experience from the use of skills, they may use any
46 skills which exist in their inventory if they have the can_use_skill flag set.
47
48 In the code, skills are objects which exist in the player/monster inventory.
49 Both NPC/monsters and players use the same skill archetypes. Not all skills
50 are however enabled for monster use. Check the Skills_players.doc for
51 available NPC skills.
52
53 The experience one gets for a skill is greatly simplified. No longer
54 is it weighted based on the stats of the player. Rather, the experience is
55 based on what the skill was used for - opening a tough trap gets more
56 exp than opening an easy trap. The stats the player has will improve
57 the chances of success in most cases - this is bonus enough without also
58 gaining additional experience.
59
60 The chracters total experience is no longer related to the sum of experience
61 in the players skills - A player could for example only of 1000 exp, but have
62 skills with 2500 exp, 300 exp, etc. Removing the tie between skills and total
63 experience allows for reasonable skill advancement - you can allow a player
64 to easily get to level 20 in a skill without them now being level 20 player.
65
66 Note also that the only tunables are now in the code or in the archetypes -
67 if the exp for disarming is out of whack, the code would need to be changed
68 to give more appropriate amounts.
69
70 2. How to add new skills
71 -------------------------
72
73 Adding a new skill to CF is not overly difficult, it is little more difficult
74 than adding new archetypes and a spell to the game.
75
76 a. creation of new skill: outline of needed steps
77
78 A number of steps are required to create a new skill.
79
80 1) Edit a new skills archetype. See below for appropriate parameters. If
81 you desire the skill to be a skill tool, edit a "face" for the new skill.
82 If you want to have the skill to be learned via a skill scroll, edit a
83 skillscroll for the skill. Place the new archetype(s) in the
84 lib/arch/skills directory. Remember to name your new skill appropriately
85 (ie skill_<new skill name>). Make sure you select a unique subtype
86 for your new skill.
87
88 2) Edit skill_util.c. Add an entry for the skill in do_skill() (so that it may
89 be used as a "long-range attack"). If the new skill is a hth attack take a
90 look at the attack_hth_skills[] table in do_skill_attack() -- where does
91 the hth attack rank? The most useful attacks should occur earlier in the
92 table.
93
94 3) Create the skill code. If you created a hth attack, you probably can get
95 away with just using attack_hth. For other skills, put the skill code in
96 skills.c. If your new skill is to be an "associated" skill, then make sure
97 that it returns the value of calc_skill_exp().
98
99 4) Edit treasures/artifacts file as needed (esp. if your skill will become one
100 of the starting skills, or will show up in shops.)
101
102
103
104 3. Detail of skill archetype values.
105 ------------------------------------
106
107 This section details the various object/archetype values.
108
109 First, we detail skill objects:
110 type: SKILL (43)
111 subtype: subtype of skill
112 invisible: 1
113 no_drop: 1
114
115 name: Name of the skill, used by things like 'use_skill', as well as output
116 of 'skills' command.
117
118 skill: Same as name - this simplifies code, so that we can look at
119 op->skill for both skills and skill tools. It also means that if a skill
120 named is passed, we can verify we have the matching entry.
121
122 stats (Str, Dex, sp, grace, etc): These modify the abilities of the player,
123 in a sense giving bonuses.
124
125 expmul: this is the ratio of experience the players total should increase by
126 when this skill is use. If this is zero, then experience only goes to
127 to the skill. Values higher than 1 are allowed. Note that experience
128 rewarded to the players total is in addition to that given to the
129 skill. Eg, if player should get 500 exp for using a skill, and
130 expmul is 1, the player will get 500 added to that skill as well as
131 500 to their total.
132
133 exp: The exp the player has in the skill (object). If this is an archetype,
134 this contains the base amount the player gets for using the skill.
135 exp will be set to 0 when the skill is given to the player.
136
137 level: Object: The level of this skill - this is just determined from the exp
138 above based on the experience table. Archetype: This is a percentage value
139 that determines how the level difference effects experience rewards (like
140 the old lexp value). Basically, if it is set to 100, the ratio is normal
141 (eg, if opponent is twice level of player, player would get twice as much
142 normal exp). If level is 200, player would get 4 times. If level if 50,
143 player would half normal. If level is 0, then we don't adjust exp reward
144 based on level.
145
146 can_use_skill (flag): If this is set, the player knows the skill natively
147 (eg, does not need a skill tool, see below). If this is not set,
148 then this skill object is acting as a container for experience.
149 For example, if a player is using a holy symbol in order to get his
150 praying skill, we still need to have skill_praying in the players
151 inventory to store the experience in. However, the player can't
152 use that praying skill without a holy symbole until they learn it from a
153 skill scroll.
154
155
156 4. Skill Tools
157 -----------------
158
159 Skill tools are items that let a player use a skill they do not otherwise
160 know. Skill tools may also have advantages, eg, spellpaths they grant to the
161 caster, stat bonuses, etc.
162
163 Most of the values for the skill tools are just like normal equipment
164 (value, weight, face, body_..., ) fields.
165
166 type: skill_tool (74)
167 skill: Name of the skill this object allows the user of.
168
169 Note - the old skill code used 'sp' to denote the skill to use.
170
171 5. Skill Scrolls
172 ----------------
173 type: SKILLSCROLL
174 skill: Name of the skill to be learned
175 Rest of the values are per normal equipment (weight, value, identified,
176 etc).
177
178
179 6. Other Objects
180 ----------------
181
182 Many other objects will use the 'skill' field in their object to denote
183 what skill is needed to use this object. Thus, for examples, readable
184 objects have 'skill literacy' to denote that the literacy skill is
185 needed to read them. Weapons have 'skill' values to denote what
186 skill is needed to use the weapon. Same for spells.
187
188
189 -------------------------------
190 7. Workings of the Skill System
191 -------------------------------
192
193 This section attempts to briefly explain how this all works.
194
195 Due to the addition of the skill pointer, it is no longer required
196 that a skill be in the ready_skill position to gain experience.
197
198 Whenever a player tries to use skill either directly (ready_skill ..)
199 or indirectly (cast a spell which requires knowledge of the skill), the
200 code will examine the players inventory to see if they an in fact
201 use the skill. This first checks to see if the player has the appropriate
202 skill archetype in their object. If they do, and can_use_skill is set
203 to 1, nothing more is done. If that is not the case, we then look for
204 a skill tool. If none is found, we tell the player the can't use the
205 skill. If one is found, we try to apply the skill tool - if this can not
206 be done, we also error out.
207
208 Only if the player explicitly activates a skill with ready_skill do
209 we change the players range pointer. Otherwise, it will remain as is
210 (but not that casting a spell might also change the range pointer).
211
212 add_exp has been modified to take two additional parameters -
213 skill_name and flag.
214
215 skill_name is the skill to add the experience to. By passing this
216 to add exp, a lot of the code no longer needs to change chosen_skill,
217 then reset it back again.
218
219
220 flag determines what to do if the player does not currently have the
221 skill pointer in their inventory. This can arise if the player
222 is using a skill tool, or part of a party.
223
224 In the default case of flag being 0, if the player does not currently
225 have the skill in their inventory, this is added (with can_use_skill 0).
226 If flag is 1, we add the exp to the players total exp, but don't
227 give them any in the skill. If it is 2, the player gets nothing.
228
229 This fixes many of the abuses of party combat - if a member of your
230 party is killing things with wizardry, you'll get wizardry exp. If
231 you don't have wizardry, you'll get some general exp, but you can't
232 funnel it into things like alchemy anymore.
233
234 The effect of flag 1 to add exp is so that that a player can't have
235 thousands of exp in a skill and never have used in themselves - for a player
236 to have any exp in a skill, he will have had to use it at least once. Note
237 however that a player could have used the skill just once (to say kill a
238 kobold) and yet get a bunch more exp from party members that are actually good
239 wizards.
240
241 The handling of add_exp with skill_name is pretty simple. In most cases, we
242 know immediately the skill that was used (eg, melee combat, search, disarm,
243 etc). In cases of indirect death (spells), we set the skill in the spell
244 object to the skill that it should get awarded to.
245
246 ------------------------
247 8. Changes & Limitations
248 ------------------------
249
250 The old skill system had the idea of stats that effect the skill. There
251 is no good way to do that within the new system - instead, the code
252 the executes the skill will do this. This really isn't much worse
253 than the old system anyways - the old code still did things like
254 'stat average * 3' or otherwise determine how important the stats are.
255
256 In addition, this allows for more flexibility for multi faceted
257 skills. For example, the identification portion of some skills should
258 probably use int, but the creation portion should perhaps be dex and strength.
259
260 There is no more SK_level function - while this could still be useful
261 to replace code like
262
263 level= op->chosen_skill?op->chosen_skill->level:op->level;
264
265 the use of automatically de-referencing the op->chosen_skill is not
266 suggested - the new skill system is much more lenient on passing the
267 appropriate skill object to functions that need it, so calls to
268 SK_level in most cases may not really be the right approach - in many
269 cases, the chosen_skill may not be what the code is really expecting.
270