ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/doc/skills.doc
Revision: 1.1
Committed: Fri Feb 3 07:12:02 2006 UTC (18 years, 3 months ago) by root
Content type: application/msword
Branch: MAIN
Branch point for: UPSTREAM
Log Message:
Initial revision

File Contents

# Content
1
2
3 SKILLS/EXPERIENCE DOCUMENTATION for PLAYERS.
4 --------------------------------------------
5
6 - Summary -
7
8 0. Description of system
9
10 1. Using the new skills system
11 a. new player commands
12 b. learning a new skill
13 c. about experience and skills
14 d. starting skills by player profession
15
16 2. Appendices
17 a. skills descriptions
18 b. how stats are related to skills/experience
19 c. Default parameters for skills
20 d. Theory of Experience Gain
21
22 0.DESCRIPTION OF SKILLS/EXPERIENCE SYSTEM
23 ---------------------------------------
24
25 When crossfire is compiled with the ALLOW_SKILLS flag defined
26 (in include/config.h) the new skills/experience system is enabled.
27
28 Under this system the flow of play changes dramatically. Instead of
29 gaining experience for basically just killing monsters (and disarming
30 traps) players will now gain a variety of experience through the use
31 of skills. Some skills replicate old functions in the game (cf. melee
32 weapons skill, missile weapon skill) while others add new functionality
33 (cf stealing, hiding, etc).
34
35 One important aspect of this new system is the way in which experience
36 is gained -- basically it is the philosophy that "you are what you do".
37 A player who kills monsters with spells gains experience in casting
38 destructive spells. A player who steals from creatures often will
39 get better at stealing, and so on. The player's aptitude (eg stats)
40 will influence the amount of experience gained.
41
42 The new skills/experience system *is* compatible with older character
43 files.
44
45 See the skills_developers.doc for a more technical discussion of the
46 skills/experience system.
47
48
49 1.USING THE NEW SKILLS SYSTEM
50 ---------------------------
51
52 a. New player commands
53
54 Two new commands now exist in CF through which skills are utilized:
55
56 'skills' -- this command lists all the player's
57 current known skills, their level
58 of use and the associated experience
59 category of each skill.
60
61 'use_skill <skillname>' -- this command changes the player's
62 current readied skill.
63
64 Generally, a player will use a skill by first readying the right one,
65 with the 'use_skill' command and then making a ranged "attack" to
66 activate the skill. Using most skills is just like firing a wand or a
67 bow. In a few cases however, a skill can be used just by having it
68 "readied". An example of this is the "bargaining" skill.
69
70 To change to a new skill, a player will have to using the 'use_skill'
71 command, but not always. The use of several common items will auto-
72 matically change the player's current skill. Examples of this include
73 readying a bow (which will cause the code to make the player's current
74 skill "missile_weapons") or readying a melee weapon (current skill
75 auto-matically becomes "melee weapons"). Also, some player actions
76 can cause a change in the current skill. Running into a monster while
77 you have a readied weapon in your inventory causes the code to auto-
78 matically make our current skill "melee weapons". Casting a spell
79 will cause the code to switch the current skill to "spellcasting" or
80 "praying" (as appropriate to the spell type).
81
82 It is not possible to use more than one skill at a time.
83
84
85 b. Acquiring skills
86
87 Skills may be gained in 2 ways. In the first, new skills may "learned".
88 This is done by reading a "skill scroll" and the process is very similar
89 to learning a spell. There is one big difference - all attempts to learn
90 skills are successful. Note that skill scrolls are rarely named exactly
91 for the skill they grant (ex "scroll of piety" is the skillscroll that
92 grants the skill "praying" to the reader).
93
94 The acquisition of a "skill tool" will also allow the player to use
95 a new skill. An example of a skill tool is "lockpicks" (which allow the
96 player to pick door locks). The player mearly applies the skill
97 tool in order to gain use of the new skill. If the tool is unapplied,
98 the player looses the use of the skill associated with the tool.
99
100 == AVAILABLE SKILL TOOLS ==
101
102 Skill tool Skill gained
103 ---------- ------------
104 Lockpicks Lockpicking
105 Holy Symbol Praying
106 Talisman Spellcasting
107 Writing Pen Inscription
108
109 After a new skill is gained (either learned or if player has an applied
110 skill tool) it will appear on the player's skill roster (use the
111 'skills' command to view its status). If the new skill is related to a
112 particular kind of experience, it will automatically be gained at the
113 player's current level of experience in the appropriate category.
114
115
116 c. About experience and skills
117
118 Successful use of many skills will result in the player gaining
119 experience. No special commands from the player are needed for this
120 to occur. All gained experience is modified by the relevant stats for
121 that skill and then the appropriate experience category automatically
122 updated as needed.
123
124 All players may gain experience in any of the experience categories
125 irrespective of player class or stats. All new players start with zero
126 experience in all experience categories.
127
128 There are no inherent restrictions on player skill use--any player may
129 use any acquired skill. How well a player uses a skill is related
130 to their stats and their appropriate level of experience.
131
132 For most skills both the chance of success and effect of the skill are
133 tied to the player level of experience (eg 'melee weapons', 'stealing',
134 'writing', 'hiding', etc).
135
136 But there are a smaller number of skills whose use will automatically
137 be 'successful' with every attempt: (eg 'use magic item', 'bargaining',
138 all miscellaneous skills and the 'identification skills': smithery,
139 woodsman, alchemy, etc.),
140
141 The default array of stats for associated skills is in Appendix B.
142
143
144 d. starting skills by player profession
145
146
147 All players start with the skills "melee weapons", "find traps",
148 "use magic item" and "disarm traps". Under the current release of the
149 skills system, further skills are parceled out as follows:
150
151 Player profession Additional skills
152 ----------------- -----------------
153
154 Barbarian Missile Weapons, Woodsman, Mountaineer
155 Cleric Missile Weapons, Praying (holy symbol),
156 Oratory
157 Dwarf Missile Weapons, Smithery
158 Elf Missile Weapons, Spellcasting (talisman),
159 Bowyer, Woodsman
160 Fireborn Missile Weapons, Spellcasting, Praying,
161 Flame touch
162 Human Missile Weapons, 2 Random skills
163 Mage Missile Weapons, Spellcasting
164 Monk Missile Weapons, Meditation, Karate,
165 Sense Magic
166 Ninja Missile Weapons, Jumping, Hiding
167 Priest Praying, Spellcasting (talisman)
168 Quetzalcoatl Missile Weapons, Spellcasting, Clawing
169 Swashbuckler Missile Weapons, Stealing, Singing
170 Thief Missile Weapons, Stealing,
171 Lockpicking (lockpicks)
172 Viking Missile Weapons, Bargaining
173 Warrior Missile Weapons, Punching, Oratory
174 Wizard Spellcasting, Praying (holy symbol)
175 Wraith Spellcasting, Praying (holy symbol)
176
177
178 2.APPENDICES
179 ----------
180
181 A. skills descriptions
182
183 The following is the current (8/15/95) roster of skills and the
184 description for each. Use the command 'crossfire -m5' to see the array
185 of skills and experience in your version of crossfire.
186 (Note: you need to have compilied with the DUMP_SWITCHES and
187 ALLOW_SKILLS flags for this to work!)
188
189 + -denotes a skill which monsters/NPC's may also use.
190
191 Skill description
192 ----- -----------
193
194 alchemy User can identify potions, containers, and
195 amulets. (One day I would like to see this skill
196 allow mixing of potions -b.t.).
197
198 bargaining While this skill is readied the user has added Cha
199 for purposes of purchase and selling of items only.
200 Cha is never allowed to exceed 30.
201
202 bowyer User can identify missile weapons and missiles.
203
204 + clawing User can make a "bare-handed attack". Damage
205 is based on the user's Str and level.
206
207 find traps User can search (more effectively) for traps.
208 Not a 'passive' skill, it is applied in order
209 to gain the advantage in discovering traps.
210
211 + flame touch User can make a "bare-handed attack". Damage
212 is based on the user's Str and level. This
213 is the default hand-to-hand fighting skill
214 for the fireborn character class.
215
216 + hide User enjoys limited form of invisibility. If
217 they attack or move too much they become
218 visible. Right now it is possible to
219 hidden while next to hostile monsters. Not
220 a reasonable feature!
221
222 jeweler User can ident gems and rings that they hold.
223
224 + jumping User can 'skip' over 1-2 spaces in a selected
225 direction. Distance depends on weight carried,
226 Str and Dex of the user. This skill may also
227 be used as an attack.
228
229 + karate User can make a "bare-handed attack". Damage
230 is based on the user's Str and level. This attack
231 is the fastest and (at higher levels) most deadly
232 of the "hand to hand" attacks available.
233
234 literacy User can ident books and scrolls that they hold.
235 Since scrolls are currently always identified,
236 this is not the greatest of skills.
237
238 + lockpicking User may 'pick locks' (open doors). User needs
239 to have readied some 'lockpicks' to use this
240 skill.
241
242 meditation Player can regain mana/hp at an accelerated rate.
243 Player must first strip off encumbering armour
244 however. This skill is only available to the 'monk'
245 character class.
246
247 melee weapons User may use hand-held weapons (eg swords,
248 spears, mace, etc). One day this skill could be
249 made to allow the player to make special attacks
250 with various weapons. (For example, a disarming
251 attack with Sai).
252
253 missile weapons The user is allowed to make attacks with
254 ranged weapons (eg bow, crossbow).
255
256 mountaineer While the skill is readied, the possessor will
257 move faster through "hilly" terrain (hills,
258 mountains, etc.)
259
260 oratory User may 'recruit' followers. Recruitees must be
261 of lower level, and unaggressive to start. Use
262 of this skill may anger the audience. Also,
263 'special' monsters are immune to recruitment.
264 Success depends on User Cha and level.
265
266 praying User is allowed to cast "cleric" spells. In addition,
267 this skill may be used to accelerate the accumulation
268 of grace. This skill may be either 'learned' or
269 acquired through the use of a "holy symbol".
270
271 + punching User can make a "bare-handed attack". Damage
272 is based on the user's Str and level. This is
273 the most feeble of the hth attacks.
274
275 remove_traps User may remove previously discovered traps.
276
277 sense curse User may discover whether items that he holds
278 are 'cursed'. Controversial skill, may go away
279 in later versions.
280
281 sense magic User may discover whether items that he holds
282 are 'magic'. Controversial skill, may go away
283 in later versions.
284
285 set traps Unimplemented.
286
287 singing User may pacify hostile monsters with this skill.
288 Certain kinds of monsters are immune. Success
289 depends on user level and Cha.
290
291 smithery User may ident arms and armour that they hold.
292 Right now this is a powerful skill, and I
293 am considering breaking it up into 2 ident skills
294 in the future.
295
296 spellcasting User is allowed to cast "wizard" spells. This
297 skill may be acquired either through the use
298 of a talisman or learned via a skill scroll.
299
300 + stealing User can take items from the inventory of other
301 monsters.
302
303 thaumagragist User can ident rods, wands and horns that they
304 are holding.
305
306 throwing Unimplemented.
307
308 use magic item User can use magic items like rods/wands/horns. Note
309 that by default, you do not gain experience with this
310 skill, and thus, you don't get experience for using
311 rods/wands/horns to kill monsters.
312
313 woodsman While the skill is readied, the possessor will
314 move faster through "wooded" terrain (forest,
315 grasslands, brush, jungle, etc.)
316
317 writing User may rewrite spell scrolls with a previously
318 known spell. Sp, time and an old scroll are
319 needed. Backfire effects are possible. Only
320 available as a 'writing pen'.
321
322
323
324 b. how stats are related to skills/experience
325
326 Table of how experience is modified by the the stats associated
327 with a skill. Each skill which may 'generate' experience
328 (the "associated skills") have a number of stats which are
329 associated with them. Each time experience is gained by the player,
330 the base value is modified according to the value of the
331 player's stats associated with the skill in use. The effect
332 of the modification is shown below (wherein all the associated
333 stats have been taken as an average).
334
335 Average of Base exp | Average of Base Exp
336 assoc. stats multiplier| assoc. stats multiplier
337 ------------- ----------|------------- ----------
338 1 0.00 | 16 1.05
339 2 0.01 | 17 1.10
340 3 0.03 | 18 1.15
341 4 0.05 | 19 1.2
342 5 0.20 | 20 1.3
343 6 0.35 | 21 1.4
344 7 0.5 | 22 1.5
345 8 0.65 | 23 1.6
346 9 0.7 | 24 1.7
347 10 0.75 | 25 2.0
348 11 0.8 | 26 2.2
349 12 0.85 | 27 2.4
350 13 0.9 | 28 2.6
351 14 0.95 | 29 2.8
352 15 1.0 | 30 3.0
353
354
355 c. Default parameters for skills
356
357 Table of stats associated w/ each skill. Miscellaneous skills
358 never have any stats related to them. This is the default
359 table. Your release of CF may have difference bindings between
360 experience categories (ExpCat) and relevant stats may differ.
361 Use the -m5 flag to investigate this for your version of CF.
362
363
364 sk# Skill name ExpCat Time Base xlvl Stat1 Stat2 Stat3
365 --- ---------- ------ ---- ---- ---- ----- ----- -----
366 0- stealing agility 0 25 2.5 Dex Int ---
367 1- lockpicking agility 0 10 0.5 Dex Int ---
368 2- hiding agility 0 5 1.5 Dex Int ---
369 3- smithery mental 5 1 0.5 Int Dex ---
370 4- bowyer mental 5 1 0.5 Int Dex ---
371 5- jewelry mental 5 10 1 Int Dex ---
372 6- alchemy mental 5 100 1 Int Dex ---
373 7- thaumaturgy mental 5 10 0.75 Int Dex ---
374 8- literacy mental 5 100 1.5 Int Dex ---
375 9- bargaining NONE 0 0 0 --- --- ---
376 10- jumping physique 0 0 2.5 Str Dex ---
377 11- sense magic magic 0 1 0 Pow Int ---
378 12- oratory personality 1 1 0.5 Cha Int ---
379 13- singing personality 1 1 0.5 Cha Int ---
380 14- sense curse wisdom 0 1 0 Pow Wis ---
381 15- find traps mental 0 3 2 Int Dex ---
382 16- meditation NONE 10 0 0 --- --- ---
383 17- punching physique 0 0 0 Str Dex ---
384 18- flame touch physique 0 0 0 Str Dex Int
385 19- karate physique 0 0 0 Str Dex ---
386 20- mountaineer NONE 0 0 0 --- --- ---
387 21- woodsman mental 0 1 0.5 Int Dex ---
388 22- inscription magic 0 1 5 Pow Int ---
389 23- melee weapons physique 0 1 0 Str Dex ---
390 24- missile weapons physique 0 1 0 Str Dex ---
391 25- throwing physique 0 1 0 Str Dex ---
392 26- spellcasting magic 0 0 0 Pow Int ---
393 27- disarm traps agility 0 10 0.5 Dex Int Str
394 28- set traps mental 5 3 2 Int Dex Str
395 29- use magic item NONE 0 0 0 --- --- ---
396 30- praying wisdom 0 0 0 Wis Pow ---
397 31- clawing physique 0 0 0 Str Dex ---
398
399
400 In the above table, "skill name" refers to the name of the skill
401 as used by the player, "expcat" refers to the name of the assoc-
402 iated experience category, "time" is the number of 'ticks' re-
403 quired to perform the skill, "base" is the base amount of exp
404 given for successful use of the skill, "xlvl" is the level multi-
405 plier to the amount of experience gained, and "stat1, stat2, stat3"
406 are the associated stats for the skill. The values of these stats
407 will be used to reference a multiplier (see preceding table) to
408 the amount of gained experience.
409
410
411 d. Theory of Experience Gain
412
413 [excerpted from the code in skill_util.c, as if you can't tell :) ]
414
415 /* calc_skill_exp() - calculates amount of experience can be gained for
416 * successful use of a skill and returns value of the experience gain.
417 * Here we take the view that a player must 'overcome an opponent'
418 * in order to gain experience. Examples include foes killed combat,
419 * finding/disarming a trap, stealing from some being, etc.
420 * The gained experience is based primarily on the difference in levels,
421 * exp point value of vanquished foe, the relevant stats of the skill being
422 * used and modifications in the skills[] table.
423 *
424 * For now, monsters and players will be treated differently. Below I give
425 * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
426 * Monsters just get 10% of the exp of the opponent.
427 *
428 * Example: the basic exp gain for player 'who' how "vanquished" opponent
429 * 'op' using skill 'sk' is:
430 *
431 * EXP GAIN = (op->exp + skills[sk].bexp) * (1 + lvl_mult) * stat_mult
432 *
433 * where lvl_mult is
434 *
435 * for(pl->level <= op->level)::
436 * lvl_mult = skills[sk].lexp * (op->level - pl->level)
437 * for(pl->level > op->level)::
438 * lvl_mult = (op_lvl/pl_lvl) - 1;
439 *
440 * and stat_mult is taken from stat_exp_mult[] table above.
441 *
442 * Coded by b.t. thomas@astro.psu.edu
443 */
444