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# Content
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>