::: Global Skills System ::: The following is the draft of a skills system that will be put into global use. ::: General Notes ::: One important note that is worth mentioning, is that if a skill is made into a percentage, then a player can always achieve a maximum where the skill is bound never to fail. The following skills system allows for infinite advancement of skills due to this - Abilities are compared from one object to another. If a player hides in shadows, it's not his stealth that makes him succeed, but in comparing it to the intelligence of those who look within the room. random(thief stealth) vs random(intelligence or other objects) Even here, if a thief has a stealth of 100, and a newbie an intelligence of 1, the newbie still has a 1/100 chance of seeing the thief hiding in the room! If the system was based on a percentage, 100% would always means the thief hides, what then does he spend his exp on? What is the challenge?? This system allows for that slight chance of failure, and makes a player continually increase his skills! Note that also 'sp' as we all know it is not needed. Orriginally Lars made 'sp' for the use of 3 spells only - missile, shock, fireball - and based its use on a single stat - int. It is ridiculous to suggest that a whole skills system be based on the advancement of a single stat with this foresight! Such use of 'sp' will be explained later. All guilds will work from central 'bins' to obtain skills. Creators can code skills at any time, and have them added to the current bins. Creators of guilds, however, must use the bins for the basis of the guild, keeping in line the power of the guild. Skills that wish to be added to the guild are instead added to the main bin of relevant skills for all to use. This simply indicates, for example, that a mage who researches a spell thus makes it known to all mages, even if they are not of the same alignment or class. It spreads by word of mouth, and should not be heralded opennly. Special abilities can be created for guilds by use of them only, but they should be social things, not combat or skill orientated, such as special emotes, and the like. ::: New global Skills for all Players ::: The following are suggestions to replace the current 4 stat system. int combat; /* replaces dex, how well do you attack int dexterity; /* how well you defend against attacks int intelligence; /* do you perceive eg. thief's stealth int wisdom; /* wisdom - resistance to some spells */ int charisma; /* how good you are at shopping */ int constitution; /* how many hit points */ int strength; /* how much you can carry, also different to combat */ ::: Other player skills by Class ::: Skills are dependant upon a class 'type' which has innate restrictions of a) Armour b) Weapons c) HP gained per point of con d) THACO or ability of combat. Mages are innately anti-combat, prefering to rely upon their magic, thieves and fighters are more combat orientated, and clerics somewhere in between. Hence, fighters would gain 10hp per pt of constitution, thieves 8, clerics 6, and mages 5. Mages would be limited to light armour types such as bracers, robes and cloaks, clerics limited to crushing weapons and mages to staves and daggers. Thieves would wear all the lightest armour and fighters have no penalty with any. Guilds would ultimately pick from one of these 'class' categories. Guilds, however, would not be limited to accessing one certain type of skill from a bin of central skills! A Paladin's guild would, for example, be of the class 'fighter', yet at higher levels allow access to 'clerical spheres' such as healing. A certain type of bards guild may also allow its members to cast spells from the illusion skills, while not being of mage 'class' but being of 'thief'. Within each valid class are skills which are ascociated to that 'profession'. When a player leaves a 'class' all skills given to him are removed, and returned to zero. If a player does not use his/her skills regularly, they decay at a rate yet to be determined. It is my opinion that this time period shout not be less than a 4hr period, as some players are often diverted from play by conversation; a pivital construct of 'multi-user' games. ::: Thief skills ::: int stealth - This is a measure of hiding in shadows and also moving silently. When in stealth a thief moves anywhere silently if not heard by other players when comparing their intelligence to his stealth skill. Aggressive monsters will also ignore him in the same way as players would not notice him. There is one feature about stealth that makes it a tool only used by thieves when nescesary, and that is the time taken to move silently. According to AD&D sources, a thief takes 1/2 his movement when attempting to move silently. Hence, a call_out is used before the player is moved. A message indicating the player moves slowly in a direction is given, then the player is moved. This means that thieves will never run around all day hoping not to be seen - this is its limitation. This flag is reset when the player enters any combat of any sort. int locks - This is pick locks and set them on doors. The door.h and door.c code has been re-written for such things. If used globally, this skill will become an important part of the mud. int steal - Obviously, this is to pick pockets. Monster.c is set up so to allow items to be stolen from them, resetting the items at a later stage. To determine success a thief's steal would be compared with the victims intelligence (signifying as before a players/monsters perception). Weapons wielded and armour worn can only be 'unwielded' or 'removed' with one 'pick'. Another sucessful pick would mean the item has been stolen. It would have to be decided whether there would be a penalty for players being caught stealing off objects. An idea would be to have their names added to wanted posters, whereby people could capture them, and put them in gaol. Even more interesting would be if the city guards know of those who steal and attack them on site. int backstab - A player, as he/she increases this, is able to do more damage at the beginning of an attack. Suprise would come into this, just as in AD&D, but instead of not doing multiple damage when the victim is not suprised, the damage is simply lessened from its possible amount. The thief's backstab would be compared to the victim's intelligence again. If the thief won, damage would be, say, trippled for the 1st hit, if he lost, then damage might be multiplied by 3/2 instead. A thief should be in 'stealth' mode before he does this action. While in combat, or currently with an attacker_ob, the thief could not backstab again. int appraisal - This is simply the ability to determine the value of an object. if magical, perhaps the real value is unknown. Usually only the shop ammount will be determined - but with the advent of charisma or bargaining a thief will never really know if he has determined the correct price of the item. The comparison of stats would be typically appraisal vs a complexity coded either into the item, or the object that gains access to this skill. This level would most likely be about 14. int traps - Traps allows you to not only find them, but also to remove and set them. Comparing skills in this way is done vs the trap complexity, usually on the door, which is set to default to 14, but can be raised/lowered by the creator. When this is done the players name is put into an array. If the thief attempts again, it is checked against this array, if true, it reminds the thief he has already attempted the action and can not do so again. The array is cleared upon a reset. Failure to remove traps usually means that they are sprung. int disguise - This skill enables the thief to disguise their name. A disguise can fool a monster they are attacking, so that it won't attack them. ::: Fighter Skills ::: int two_weapon - A fighter can wield two weapons at the same time. The bigger this stat, the bigger the weapon he can wield. Within weapon.c a set_length is made in inches. When the fighter attempts to wield a weapon it automatically defaults to the fighters right hand, he can then wield a second weapon in his left. The total length of both items are added, and then divided by 6. If the total is more than this stat, he cannot wield the second weapon. int unarmed - This is a simple stat that increases the WEAPON_CLASS_OF_HANDS integer within the basic mudlib. it is hoped that with the advent of THACO, it will increase his chance to hit with his hands, as well as add to the damage done. int multi_attack - This stat enables the fighter to gain more then one attack per heart beat. It is base on a comparison between the multi attack stat and the defenders dexterity. int multi_opponent - This is more for monsters then players. It allows the player a chance to attack once, all other attackers in the room each heart beat. The attack is based on a comparison between the defenders dexterity. Other skills for fighters are envisiged, like repairing of armour and weapons, weapon specialization, etc. ::: Spell Skills ::: Spell points are still used, but with a subtle difference. Any spell caster obtains 'sp' when he advances a sphere/school of magic. The 'sp' goes into use for that skill alone, not into a central pool of sp as is usually the case in LP muds. This means that a guild, like bards for example, can be given access to illusion only, and be given sp for that, based only on the level of illusion he has. If it is at level 2, yet he is of player level 20, his ability is of no difference to a mage of player level 2 with an illusion skill of 2. In the end it means global conformity and ease of comparisons between guilds. Although it may seem complicated to keep track of all the 'sp' for each school of magic, or clerical spheres of influence, players will soon realize that they have the power to decide which area they want to become specialized in. The 'sp' calls are the same as the stats that they are called from. Ultimately, it is up to the player where they want to be most powerful. ::: Clerics ::: The following is a list of the spheres of clerics - Clerics are those who recieve their powers from the Gods. A cleric should belong to a certain religion, which is set out by the creator who designs it. It is my oppinion that a central mythos be worked out before clerical guilds begin to spring up! All too often I have seen worshippers of Satan heralding his name about the mud. Although all in fun, psychologically it can be damaging to other players as well as the person himself. I should know, afterall I am a psychologist. Subtlties of this nature can be dangerous to play. A mythos for a mud should be simple, and not relate to modern thoughts and ideas, but those of a forgotten era. Greek and Norse mythos are popular, as are those for demi- humans expressed in the AD&D unearthed arcana. int healing_sphere; healing spells stat int necromancy_sphere; necromancy spells stat int combat_sphere; combat spells stat int stellar_sphere; light/travelling/astral spells int protection_sphere; protection spells stat int nature_sphere; druid spells stat int divination_sphere; divining/seer spells stat int healing_sphere_points; current spell points for healing int necromancy_sphere_points; current spell points for necromancy int combat_sphere_points; current spell points for combat int stellar_sphere_points; current spell points for stellar int protection_sphere_points; current spell points for protection int nature_sphere_points; current spell points for nature int divination_sphere_points; current spell points for divination ::: Mage schools of Magic ::: Mage guilds are usually the most powerful, as their spells donot have to be justified in any form other than the explanation of channeled magic. Spells can be made for any requirement, whereas clerics must obtain spells from another source - a god - who will not grant powers of instant death, especially if it is a god of healing. int illusion; illusion spells stat int charm; int conjuration; int abjuration; int necromancy; int evocation; int divination; int alteration; int illusion_points; current spell points int charm_points; int conjuration_points; int abjuration_points; int necromancy_points; int evocation_points; int divination_points; int alteration_points; Angel, August 1993.