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