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# Content
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.