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1 root 1.1 <html>
2     <head>
3     <title>Crossfire Playerbook - Chapter 5</title>
4     </head>
5     <body>
6    
7     <h1>Skills System</h1>
8    
9     <h2><a name="5.1.0">Description</h2>
10    
11     Under the skills system the flow of play changes dramatically. Instead of
12     gaining experience for basically just killing monsters (and disarming traps)
13     players will now gain a variety of experience through the use of skills.
14     Some skills replicate old functions in the game (e.g. melee weapons skill,
15     missile weapon skill) while others add new functionality (e.g. stealing,
16     hiding, writing, etc). A complete list of the available skills can be found
17     in table <a href="#table_skill_stats">skill statistics</a>. Appendix <a
18     href="appB.html">B (skills)</a> contains descriptions for many of the
19     skills. <p>
20    
21     <em>Note:</em> The skills system is enabled as the default option
22     as of version 0.92.0<p>
23     <em>Note2:</em> The new skills/experience system is compatible
24     with character files from at least version 0.91.1 onward.
25    
26     <a name="table_skill_stats">
27     <center>
28     <table border=1 cellpadding=5">
29     <tr><th>Skill</th><th>Experience Category</th><th colspan=3>Associated Stats</th></tr>
30     <tr><th></th><th></th><th>Stat 1</th><th>Stat 2</th><th>Stat 3</th></tr>
31     <!--#include file="skill_stat.html"-->
32     </table>
33     Skills</center>
34     <p>
35     <h2><a name="5.2.0">About experience and skills</h2>
36     <h3><a name="5.2.1">Associated and miscellaneous skills</h3>
37    
38     In <em>Crossfire</em> two types of skills exist; The first kind, ``associated''
39     skills, are those skills which are <em>associated with a category of
40     experience</em>. The other kind of skill, ``miscellaneous'' skills,
41     are <em>not</em> related to any experience category.
42     <p>
43     The main difference between these two kinds of skills is in the
44     result of their use.
45     When associated skills are used <em>successfully</em> experience is
46     accrued in the experience category <em>associated with that skill</em>.
47     In contrast, the use of miscellaneous skills <em>never</em> gains
48     the player any experience regardless of the success in using it.
49     <p>
50     <em>Both</em> miscellaneous and associated skills can <em>fail</em>. This means
51     that the attempt to use the skill was unsuccessful. <em>Both</em>
52     miscellaneous and associated skills <em>can</em> have certain
53     primary stats <em>associated</em> with them. These associated stats can help
54     to determine if the use of a skill is successful and to what
55     <em>degree</em> it is successful.
56     <p>
57     All gained experience is modified by the associated
58     stats for that skill (table <a href="#table_skill_stats">skill statistics</a>) and then the
59     appropriate experience category automatically updated as needed.
60     <p>
61     <h3><a name="5.2.2">Restrictions on skills use and gaining experience</h3>
62    
63     Neither a character's stats nor the character class restricts the
64     player from gaining experience in any of the experience
65     categories. Also, there are no inherent
66     restrictions on character skill use-any player may
67     use any <em>acquired</em> skill.
68     <p>
69     <center>
70     <table border=1 cellpadding=5><col align=center>
71     <a name="table_exp_stat_mod">
72     <tr><th>Average of associated stats</th>
73     <th>Experience gained multiplier</th>
74     <th>Average of associated stats</th>
75     <th>Experience gained multiplier</th></tr>
76     <!--#include file="statskmod.html"-->
77     </table>
78     How stats associated with a skill modify gained experience<p>
79     </center>
80     <p>
81     <h3><a name="5.2.3">Algorithm for Experience Gain under the skills system</h3>
82     <p>
83     Here we take the view that a player must 'overcome an opponent'
84     in order to gain experience. Examples include foes killed in combat,
85     finding/disarming a trap, stealing from some being, identifying
86     an object, etc.
87     <p>
88     Gained experience is based primarily on the difference in levels
89     between 'opponents', experience point value of a ``vanquished foe'',
90     the values of the associated stats of the skill being used and
91     two factors that are set internally <em>Note:</em> If you want to
92     know more about this, check out the skills_developers.doc.)
93     <p>
94     Below the algorithm for experience gain is given where player ``pl''
95     that has ``vanquished'' opponent ``op'' using skill ``sk'':<p>
96     <quote>
97     EXP GAIN = (EXP(op) + EXP(sk)) * lvl_mult * stat_mult<p>
98     </quote>
99     where EXP(sk) is a constant award based on the skill used,
100     EXP(op) is the base experience award for `op' which depends
101     on what op is (see below),
102     stat_mult is taken from table <a href="#table_exp_stat_mod">experience modification</a>,
103     and lvl_mult is:
104     <p>
105     For level(pl) &lt level(op):: <p>
106     <samp>
107     lvl_mult = FACTOR(sk) * (level(op) - level(pl))<p>
108     </samp>
109     For level(pl) = level(op):: <p>
110     <samp>
111     lvl_mult = FACTOR(sk)<p>
112     </samp>
113     For level(pl) &gt level(op):: <p>
114     <samp>
115     lvl_mult = (level(op)/level(pl)); <p>
116     </samp>
117     where level(op) is the level of `op', level(pl) is the level
118     of the player, and FACTOR(sk) is an internal factor based on
119     the skill used by pl.
120     <p>
121     There are three different cases for how EXP(op) can be computed:
122     <ol>
123     <li> <strong>op is a living creature</strong>: EXP(op) is just the base
124     experience award given in the <A href="../spoiler-html/spoiler.html">spoiler</a> .
125    
126     <li><strong>op is a trap</strong>: EXP(op) = 1/(fraction of the time which the
127     trap is visible). Thus, traps which are highly <em>visible</em> get <em>lower</em>
128     values.
129    
130     <li><strong>op is not a trap but is non-living</strong>: EXP(op) = internal
131     experience award of the item. Also, the lvl_mult is multiplied by
132     any <samp>magic</samp> enchantment on the item.
133     </ol>
134    
135     <p>
136     <h2><a name="5.3.0">How skills are used</h2>
137     <centeR>
138     <a name="table_skill_cmd">
139     <table cellpadding=5 border=1>
140     <tr><td><samp>skills</samp></td><td> This command lists all the player's
141     current known skills, their level
142     of use and the associated experience
143     category of each skill. </td></tr>
144    
145     <tr><td> <samp>ready_skill &ltskill&gt</samp></td><td> This command changes
146     the player's current readied skill to
147     <samp>&ltskill&gt</samp>. </td></tr>
148    
149     <tr><Td> <samp>use_skill &ltskill&gt &ltstring&gt</samp></td><td> This
150     command changes the player's current
151     readied skill <em>and</em> then executes it
152     in the facing direction of the player.
153     Similar in action to the <samp>invoke</samp>
154     command. </td></tr>
155     </table>
156     Skills commands<p>
157     </center>
158    
159     Three player commands are related to skills use: <samp>ready_skill</samp>,
160     <samp>use_skill</samp>, and <Samp>skills</samp> (see table <a
161     href="#table_skill_cmd">skill commands</a>). Generally, a player will use a
162     skill by first readying the right one, with the <samp>ready_skill</samp>
163     command and then making a ranged ``attack'' to activate the skill; using
164     most skills is just like firing a wand or a bow. In a few cases however, a
165     skill is be used just by having it <em>readied</em>. For example, the
166     <samp>mountaineer</samp> skill allows favorable movement though hilly
167     terrain while it is readied.<p>
168    
169     To change to a new skill, a player can use either the <samp>use_skill</samp>
170     or <samp>ready_skill</samp> commands, but note that the use of several
171     common items can automatically change the player's current skill too.
172     Examples of this include readying a bow (which will cause the code to make
173     the player's current skill <samp>missile_weapons</samp>) or readying a melee
174     weapon (current skill auto-matically becomes <samp>melee weapons</samp>).
175     Also, some player actions can cause a change in the current skill. Running
176     into a monster while you have a readied weapon in your inventory causes the
177     code to automatically make our current skill <samp>melee weapons</samp>. As
178     another example of this-casting a spell will cause the code to switch the
179     current skill to <samp>wizardry</samp> or <samp>praying</samp> (as
180     appropriate to the spell type).<p>
181    
182     It is not possible to use more than one skill at a time.<p>
183    
184     <h2><a name="5.4.0">Acquiring skills</h2>
185    
186     Skills may be gained in two ways. In the first, new skills may
187     <em>learned</em>. This is done by reading a ``skill scroll'' and the
188     process is very similar to learning a spell. Just as in attempts to learn
189     incantations, success in learning skills is dependent on a random test based
190     on the learner's INT. Using your INT stat, look in the learn% column in
191     table <a href="chap2.html#table_pri_eff">primary stat effects</a> to find
192     your % chance of learning a skill. Once you hit 100%, you will always be
193     successfull in learning new skills. <p>
194    
195     The acquisition of a <em>skill tool</em> will also allow the player to use
196     a new skill. An example of a skill tool is ``lockpicks''
197     <!--#include file="lockpicks.html"-->
198     (which allow the
199     player to pick door locks). The player merely applies the skill
200     tool in order to gain use of the new skill. If the tool is unapplied,
201     the player loses the use of the skill associated with the tool.
202     <p>
203    
204     After a new skill is gained (either learned or if player has an applied
205     skill tool) it will appear on the player's skill roster (use the 'skills'
206     command to view its status). If the new skill is an associated skill, then
207     it will automatically be gained at the player's current level in the
208     appropriate experience category. For example, Stilco the Wraith, who is 5th
209     level in <samp>agility</samp>, buys a set of lockpicks and applies them. He
210     may now use the skill lockpicking at 5th level of ability since that is an
211     <samp>agility</samp> associated skill.
212     <p>
213     <a href="handbook.html"><img src="fig/book.gif">Back to table of contents</a><br>
214     <a href="chap4.html"><img src="fig/stairup.gif">Go to chapter 4</a><br>
215     <a href="chap6.html"><img src="fig/stairdown.gif">Go to chapter 6</a><br>